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Residentevil
10-23-2003, 03:30 PM
This thread is going to be alot bigger than the other newbie threads. This covers the basics mostly and simplest of questions about the engine.

If you are a total beginner and need to find the basic commands for moves (how to do a hadouken or the command for a hail storm)

Go here:
http://www.gamefaqs.com/console/dreamcast/game/914427.html

After you're done with that you can come here. In this first page you can see the "move acronyms" and basically will find out what c. hp (launch) j. lp, j. lk, j. mp, j. mp, j. hp means and also other very basic things. But it is not limited to only these things. Feel free to ask about team suggestions for newbies and nearly anything else.

Here is some basic information:
http://db.gamefaqs.com/coinop/arcade/file/marvel_vs_capcom_2_beginners.txt
Don't read the tier section for the most part, this guide was written in 2001 but it has some decent basics.

If you have a question about specific character it would be better that you ask in the character specific forums here:
http://www.shoryuken.com/forums/forumdisplay.php?f=101

If you are looking for some low tier tactics and strategies you can also look here: http://www.shoryuken.com/forums/showthread.php?t=87568

It is a great thread with alot of info from not only me but alot of low tier players. Enjoy your stay.

- Higher Jin, MvC2 Forum Moderator




I will now add a tier list to the newbie thread because it should be common knowledge. You can find reasons for their rankings here: http://www.shoryuken.com/forums/showpost.php?p=2539126&postcount=180

TIER LIST

Top Tier
Magneto
Storm
Sentinel
Cable

2nd Tier
Cyclops
Blackheart
Ironman
Doom
Spiral
Strider/Doom

Top Assists
Tronne
Psylocke
Captain Commando

After that it becomes sketchy but here is a thread that talks about the tiers after top and 2nd tier.

http://www.shoryuken.com/forums/showthread.php?t=87568

Also talks about alot of strategy on how to use low tiers. Enjoy

- Higher Jin, MvC2 Forum Moderator


Hi every one here is using symbals like c. and xx and ff can someone plz make a list of what all what those mean? i can understand some of them but some ive never seen before.

Remy Saotome
10-23-2003, 04:40 PM
c. = crouching
s. = standing
j. = jumping
sj. = super-jumping
ff = fast fly
jp = jab punch
sk = short kick
sp = strong punch
fk = forward kick
fp = fierce punch
rk or rh = roundhouse kick
, = continue combo with
XX = canceled into
DHC = delayed hyper combo
THC = team hyper combo
/\ = super-jump
\/ = land
FK = frame killing
OTG = hit off the ground with

hadoken king
10-23-2003, 05:15 PM
Originally posted by Remy Saotome
c. = crouching
s. = standing
j. = jumping
sj. = super-jumping
ff = fast fly
jp = jab punch
sk = short kick
sp = strong punch
fk = forward kick
fp = fierce punch
rk or rh = roundhouse kick
, = continue combo with
XX = canceled into
DHC = delayed hyper combo
THC = team hyper combo
/\ = super-jump
\/ = land
FK = frame killing
OTG = hit off the ground with
to add on....
GB = guard break
FS = fly screen
lp = jab
lk = short kick
mp = strong punch
mk = forwards kick
hp = fierce punch
hk = roundhouse
jd = jumping down (holding down)
ch = charge
sjc = super jump cancel
tk = tiger knee motion
dj = double jump
tj = triple jump
ad/xx = air dash (fill xx with direction)


move terms

ahvb = air hyper viper beam
HSF = hyper sentinal force
LA = lightening attack
LS = lightening storm
HS = hailstorm
temp = tempest
hg = hypergrav
tknade = tiger knee grenades
HOD = house of destruction
inf = inferno
rocks = dooms rocks
pink shit = dooms photons
drones = sent's drones
TKSH = tiger knee shinkuu hadouken
TKAHVB = tiger knee air hyper viper beam
PC = proton cannon

teams and characters:
mags, magnus, magus = magneto
sent = sentinal
BH= blackheart
WM = war machine
IM = ironman
kobun = servbot's japanese name
tron = tron bonne
red = omega red
cyke = cyclops
psy = psylocke
capcom = captain commando
ROW = magneto/cable/sentinal
MSP = magneto/storm/psylocke
MSS = magneto/storm/sentinal
SANTHRAX = storm/sent/capcom
CLOCKWORK = sent/strider/doom
SOO = magneto/cable/psylocke
Scrub = sent/cable/capcom
russia = omega red/collossus/gief
japan = ironman/storm/cable
steroids = sent/juggs/hulk

gbursine
11-11-2003, 01:46 PM
equipo mexicano= spidey/juggs/gambit/akuma

Ice
12-22-2003, 07:11 AM
What is frame killing?

Murakumo
01-01-2004, 04:21 AM
Frame killing is to activate a super that has instant startup, then DHC to another super that has insteant (or near instant) hit... DHC further if you need to.

most popular starts...

Magneto: qcf+kk
Dhalsim: qcf+kk
Sent: air qcf+pp

most popular 1st DHC...

Ironman: qcf+pp
Storm: qcb+pp

most popular 3rd to finish...

Sent: HSF (qcf+kk)

so for example... you see someone twitch a limb...
you qcf+kk with Magneto, then instantly DHC to Ironman's proton cannon... when you DHC to this is is instantly accross the screen (even through an existing AHVB... crazy!), then DHC at the end of that to Sent's HSF, [hp,qcf+hp,HSF]... basically you get a huge chunk of damage (trying to kill) from as little as a 1-2 frame opening to start it off... that is frame killing.

~Murakumo

Onikage
01-08-2004, 06:13 AM
I'm probably missing a joke, but HOD is Heart of Darkness...

Ice
04-02-2004, 04:50 PM
Is cancelling just tapping the control stick down? And why is this necessary?

g3nn
04-13-2004, 10:11 AM
Originally posted by Ice
Is cancelling just tapping the control stick down? And why is this necessary?

There's all kinds of different cancelling... which do you mean?

Cancelling in general means to cancel (end) the animation of one action, move, special or super into that of another.

ILL4REAL
05-29-2004, 08:51 AM
i was just wondering.. are there any kuantinel vids?

ive been searching evrywer and i didnt find any.. didnt anybody ever try to film kuan?

if there is anyone.. please help me.. i just like to see him play.

thanx in advance

p.s. aim:zrespectz

UncleSid
07-21-2004, 02:26 AM
What does ggop mean?

mike729079
07-21-2004, 08:20 AM
good game peace out

tr3m0r
08-23-2004, 06:46 AM
Or if you play counter-strike, good game play out., anyway, I'm pretty new, can someone record the preferred assists that work best for the teams mentioned above. I know basics like combos and stuff, but I need help with teamplay strategy. I know most of which assists are best for which characters, but are there situations where a different assist would be better depending on the team? Infos appreciated. Thanks.

ytwojay
08-23-2004, 02:16 PM
I know most of which assists are best for which characters, but are there situations where a different assist would be better depending on the team? Infos appreciated. Thanks.
The only team I can think of that makes use of 2 different assists effectively would be Magneto/Storm/Sent. Some people use Sent-drones, and others use Sent-rocket punch, depending on your style of play. Drones are safer, but rocket punch leads to massive damage.

4neqs
09-13-2004, 02:06 AM
What does ROM in ROM infinite stand for? I've been dying to know for the longest time. :xeye:

SNAKESHOTPEOPLE
09-13-2004, 04:41 AM
Named after some Japanese guy who invented it.

4neqs
09-14-2004, 04:49 PM
Thanks ^_____^

Liteice247
09-18-2004, 05:38 PM
what does qcf mean?

HyperslasherZ
09-19-2004, 10:42 AM
quarter circle forward

qcb= quarter circle back

Liteice247
09-21-2004, 05:02 PM
oo i know what that is just didnt know it was abreveated K thnx

stuartSan
10-07-2004, 07:58 AM
I still have no idea what mashable/unmashable means. The way I see you guys using the word is like "That combo is mashable because Capcom is able to mash out of it, I know an unmashable combo though.." so does mashable mean tech roll or something?

kuroneko
10-26-2004, 02:43 AM
I still have no idea what mashable/unmashable means. The way I see you guys using the word is like "That combo is mashable because Capcom is able to mash out of it, I know an unmashable combo though.." so does mashable mean tech roll or something?

mashing is the action you do to escape moves like the hyper grav, and is also used to get more damage out of some supers (think ryu's shinkuu hadouken)

basically u just mash the keys while going left/right. this is a skill, so timing when to mash is also important. really love the looks on the magneto players when i mash out of every hypergrav XX mag tempest.

haloha123
01-24-2005, 09:52 PM
im just an average player but in my arcade theres this guy whos extremely cheapskate with his team of cable,bh and capcom.
all he ever do is just call bh jump upwards throw a nade.i block the inferno but i have no time to escape when the nade hit.so he just repeat this pattern all day
when i get in close he call capcom jump back and turtle again.and he build his meter faster than me.i keep blocking all day longer,cant build enough meters to ahvb his assist.
im using cable,doom and cyclops.problem is i cant even get close to him and im taking chip damage like crazy.any help to kill this cheapass is greatly appreciated

Mixah
01-25-2005, 12:01 AM
push block the inferno, xx ahvb as soon as you block the nade. fuck his blackheart up, and he'll learn.

btw, you're a fucking scrub. go away

BB Hood
01-25-2005, 12:52 AM
You got Cyclops on your team. He better be AA and you have a Doom who also should be AA. How come you can't keep him down when you have those 2 assists. Something is wrong with your gameplay : /

tekken_G
01-25-2005, 06:57 AM
IMO, Doom be the 1st char. then if BH sj, u have to do same sj as BH did but with the up or up/fwd or up/bk airdash then do the photon toss as many as u want (do only in air) ... or if BH sj w/o calling assist, u have dash under then cross up and sj again photon toss.. Doom will be your battery for Cable...

Doom: sj.fierce XX ad. up/fwd photon toss (3x)

the reason is while ur in d air tossing some pink shit on the screen, BH can't sj.fp or sj.rh on u, but be careful of AAA..

if u want to tag Cable, the best way to do is DHC

Doom: sj. photon array XX Cable's Time flip

I hope this work...for u...maybe

haloha123
01-25-2005, 08:47 AM
You got Cyclops on your team. He better be AA and you have a Doom who also should be AA. How come you can't keep him down when you have those 2 assists. Something is wrong with your gameplay : /
when he start the game,he just call capcom jump back turtle.doom does a little bit of ground control but he always superjump upwards and throw nade and my cyclops cant hit him when hes across the screen.and whenver my doom does those air pink shit on him,he call capcom throws a inferno + hod.

haloha123
01-25-2005, 08:56 AM
push block the inferno, xx ahvb as soon as you block the nade. fuck his blackheart up, and he'll learn.

btw, you're a fucking scrub. go away
hey i pushblock already when i wanna jump/dash out i got hit by the nade.if thats the only tactic u have,then forget it

MagnetoManiac
01-25-2005, 09:12 AM
hey i pushblock already when i wanna jump/dash out i got hit by the nade.if thats the only tactic u have,then forget it
The only reason why he is able to use his assist again is because you have the ability to get out. Pushblocking at the right time will get you out, but if he just jumps with the assist, dash under by tapping down+PP, it cancels your first dash then does another to make it quicker. I suggest you switch doom with storm or sentinel, they're not that hard to play. Cable should creamate Blackheart, due to awesome firepower. There is a pause after the inferno hits, the grenade doesnt strike right after. you have time to tiger knee a nade where he is landing. do down, down back, back, up back+hard kick. Now you have the upperhand so if you do have doom, it'll murder capcom, rush him down. As for blackheart, well, if he is jumping, you go along too. With cable, sj. hpxxlight punch viper beam. If that connects you can viper beam xx AHVB. You can also stop BH from going up by doing a c.hp if timed right. There are more tactics with sentinel and storm if you want me to post them if you decide to use them.

haloha123
01-25-2005, 09:31 AM
The only reason why he is able to use his assist again is because you have the ability to get out. Pushblocking at the right time will get you out, but if he just jumps with the assist, dash under by tapping down+PP, it cancels your first dash then does another to make it quicker. I suggest you switch doom with storm or sentinel, they're not that hard to play. Cable should creamate Blackheart, due to awesome firepower. There is a pause after the inferno hits, the grenade doesnt strike right after. you have time to tiger knee a nade where he is landing. do down, down back, back, up back+hard kick. Now you have the upperhand so if you do have doom, it'll murder capcom, rush him down. As for blackheart, well, if he is jumping, you go along too. With cable, sj. hpxxlight punch viper beam. If that connects you can viper beam xx AHVB. You can also stop BH from going up by doing a c.hp if timed right. There are more tactics with sentinel and storm if you want me to post them if you decide to use them.
thanks for yr effort,very much appreciated.i have no problems with his bh and capcom on point,the only trouble is his cable+bh assist.and if u can,may i have the tactics of storm and sent too?thx

MagnetoManiac
01-25-2005, 10:01 AM
thanks for yr effort,very much appreciated.i have no problems with his bh and capcom on point,the only trouble is his cable+bh assist.and if u can,may i have the tactics of storm and sent too?thx
Sure, what makes sentinel so good and a mag killer, is that he has range. His j.lk, and his j.hp for midscreen, and j.lp, and j.hk for opponents underneath you. Storm is pretty quick and basically god of the air if used right.

Sentinel against cable, is very hard. The key to victory here is patience. I didn't have much of that at first but it just takes lots of games to understand that. This also goes for any game, defense could be victory. What you would want to do, if you are in midscreen, is just sj. towards cable and corner him. But its not that easy with a capcom in your face. Since sentinel has range, you don't want cable jumping over you so yu wont have to start all over again. Since sentinel takes damage so good, take a hit by a stationed nade, BH's inferno or a capcom AA. This will give you unfly, the ability to attack after you cancel a fly. This should be used wisely and not be wasted, because you are limited to the amount you can unfly. Save it for the corner or make good use of it midscreen. If cable jumps back with a hp+capcom assist, dont be afraid to dash with the tapping down+PP technique, since you can cancel a dash by blocking at any time. Cable is known to kill assists with one mistake so use your assists wisely. Protect it by doing sj. lk (hit, cable is in blockstun) unfly lk, c.lk, fly, unfly. There are ways out of traps, but all of this goes slowly. Cable and bh AA traps are common, figure out the pattern, then dash out. You'd mostly wanna sj. most the time. So when you do get him on the corner, Stomp away. IF, by any chance you DONT have unfly, do fly, hk, unfly,(very quickly) fly hk repeat. Doom is a good assist in this situation because he has amazing chip. Throw a little spit fly unfly sometimes.

For blackheart against sentinel, its pretty hard to fly, but no worries because you'll never get damaged that bad at all. Its a lot more easier than cable, sentinel can fly above BH, so this gives an advantage. Also, while flying, if you see BH is ready to do an infernoxxHOD, hjold foward, and when your near, lk, mp, rocket punch. Going up foward will slow you down causing you to get hit, so just dash in straight. Drones, RP's, lasers all work, but a good blackheart stands a chance against sentinel so dont get too comfident.

For storm against cable, storm pretty much has everything on cable but you need to watch out for your assist still. If you are going to assist, just right after you hit the button. So if cable tries to punish your assist, you can throw is a vertical typhoon, then do a LA (lightning attack)xx LS (lightning storm). LIMIT YOUR HAILSTORM! You can be AHVB anytim when doing a HS so make sure cable is in blockstun. Rushing cable down (tri jumping, sj.xx ad f[across the other side] hp are useful) is another way to kill cable, same way mag does. Though its safer to fly and block since a good person will time their AAA right.

storm against BH, well, is harder than you think. Down fly has much here, so play storm like you would with mags. Wait for him to come down, then rush the hell out of him. Dont let him get back up. Hail storming is good if timed right. Jumping along with blackheart and catching him with a LAxxLS is also good. I recommend SANTHRAX (Storm sentinel capcom) for starters although cable is also good.

Mixah
01-25-2005, 10:13 AM
im just an average player but in my arcade theres this guy whos extremely cheapskate with his team of cable,bh and capcom.
all he ever do is just call bh jump upwards throw a nade.i block the inferno but i have no time to escape when the nade hit.so he just repeat this pattern all day
when i get in close he call capcom jump back and turtle again.and he build his meter faster than me.i keep blocking all day longer,cant build enough meters to ahvb his assist.
im using cable,doom and cyclops.problem is i cant even get close to him and im taking chip damage like crazy.any help to kill this cheapass is greatly appreciated

reason i acted like a douche is because... look at the boldface words. only scrubs say "cheap" unless you're talking about svc chaos which just sucks balls

pushblock the inferno, dash forward, (aka guard cancel) now ahvb him as he's falling and you'll get both cable and blackheart. i play many people who use cable and blackheart on the same team, and that's how you get around that strategy. just remember... that's THAT strategy.. there are many strats that can derive from it. if he catches on he can viperbeam you instead and keep you back in the corner. try to plant a nade so blackheart can't come in, and then move in. get him with chip, and reverse the trap from his cable/bh to your cable/doom

megafighter
01-25-2005, 03:05 PM
reason i acted like a douche is because... look at the boldface words. only scrubs say "cheap" unless you're talking about svc chaos which just sucks balls

pushblock the inferno, dash forward, (aka guard cancel) now ahvb him as he's falling and you'll get both cable and blackheart. i play many people who use cable and blackheart on the same team, and that's how you get around that strategy. just remember... that's THAT strategy.. there are many strats that can derive from it. if he catches on he can viperbeam you instead and keep you back in the corner. try to plant a nade so blackheart can't come in, and then move in. get him with chip, and reverse the trap from his cable/bh to your cable/doom

He SJs and throws grenades.....


Block BH, dash and call Doom when he is falling. Keep the pressure going... When you get close to him you shoul usually call Doom if he is not blocking anything. Domm wil beat either obne of BH and Commando and you can dash and mix it up from below if he sjs or just AHVB the assist and even Cable himself if he jumps/press buttons... I hope it helps

trunkszero157
01-25-2005, 05:06 PM
you should be able to do damage with just doom as aa, if cyke is set to projectile....smh

Mixah
01-25-2005, 05:21 PM
He SJs and throws grenades.....


Block BH, dash and call Doom when he is falling. Keep the pressure going... When you get close to him you shoul usually call Doom if he is not blocking anything. Domm wil beat either obne of BH and Commando and you can dash and mix it up from below if he sjs or just AHVB the assist and even Cable himself if he jumps/press buttons... I hope it helps


if he SJ's then it's easier because he can't call BH then throw a nade. so you should have more time. just dashing should work.

Higher-Jin
01-30-2005, 11:22 PM
this is so simple

bh takes a while to come out and the guy super jumps leaving his bh unprotected.

depending on when he super jumps you can simply punish his bh ... ALOT.

First learn how to "Tiger Knee" a air viper beam if you don't already.

basically the command is down, df, foward, uf, up (wait a split second or less) 2 punches. with cable.

He should do his air viper beam a inch off the ground and it's very useful to punish 90% of the moves in the game that have nearly any lag after they are peformed but it's also great to punish assists.

All you have to do is air hyper viper beam black heart everytime he super jumps, if you've built up meter before then you can kill him, if not you can simply keep punishing black heart whenever you have meter until he dies/stops calling him in. (edit: if the grenade is hitting you try to get into the angle where the beam would nullify it, if you can't (which means it reaches you all the way on the other side of the screen) dash foward then air hyper viper beam and avoid it completely, aim it up so when he's landing he'll be pinned down aswell i should also mention you can link up to 3 of these air hyper viper beams)

But even more than that you should know that black heart comes out really slow, if you are on top of the other guy's cable and have cyclops/psy or even commando you should be able to beat out blackheart's aaa with relative ease and still keep pressure on your opponent's cable (keeping your assist safe) remember if necessary try to jump/super jump over your opponent to keep your assist safe from his AHVB.

that's all you really need to know, that and if you have storm just try random (qcf + k) typhoon xxx hail storm (qcb + 2 punches)

edit: A much easier way to kill black heart is simply pick juggernaut, do the power up (down, foward, down, foward, 2 punches) tag out without doing anything else, then get him back in, he'll do 150% damage and it is a glitch, whenever he calls black heart, do a head crush (down foward (qcf) 2 punches) and black heart should be dead by the second one, and if you mash it beofre he reaches black heart he should die on the first one)

Ghetto Ironman
01-31-2005, 07:36 PM
sentinel's lk owns blackheart

Mr.Bison
02-05-2005, 11:57 AM
how do you do the tri-jump?

vandelay.corp

IsaacAKAiSuck
02-05-2005, 06:35 PM
try it out with storm first, its easier. Super jump (or jump) then ad df (air dash down foward) and then any button, preferrably the hp. A square jump is the same thing, but just air dashing foward

afireinside195
02-06-2005, 05:56 PM
try it out with storm first, its easier. Super jump (or jump) then ad df (air dash down foward) and then any button, preferrably the hp. A square jump is the same thing, but just air dashing foward


SJ, dont jump, if you just jump i believe that you wont be able to do any move after the airdash. If youre trijumping with storm use lk or hk...you should goto the storm section and look up for a thread about <trijumping lk vs. trijumping hk.>.

MagnetoManiac
02-06-2005, 06:00 PM
you can attack after the airdash with a normal jump. thats how the reset goes. except, the only thing is, if you normal jump, then attack, THEN airdash, you cant block, nor attack.

ATruEVatO
02-14-2005, 11:44 PM
just repeat wat he does...
"a strat that pisses sumone off can certainly piss off the person who does it repeatedly"

Southblvd
02-16-2005, 02:30 AM
how do you taunt on the DC version of MvC2? Thanks in advance.

Mixah
02-16-2005, 06:11 AM
LK + start

Demon Dash
02-16-2005, 09:20 AM
Wont that pause? I was wondering the same thing. Cool, thanks.

Mixah
02-16-2005, 01:00 PM
it wont pause as long as you're holding LK down... first hit lk then do taunt

Southblvd
02-16-2005, 03:46 PM
alright cool, thanks bro.

kanedito
02-28-2005, 08:50 PM
mashing is the action you do to escape moves like the hyper grav, and is also used to get more damage out of some supers (think ryu's shinkuu hadouken)

basically u just mash the keys while going left/right. this is a skill, so timing when to mash is also important. really love the looks on the magneto players when i mash out of every hypergrav XX mag tempest.

how is it that you mash your way out of mag tempest??i sometimes get it but other dont...
btw what does juggle mean? :xeye: i think its kinda obvious but ive been wanting to ask for some time now lol

Acer1236
03-12-2005, 08:43 PM
My local mall just got a brand new MvC2 machine and I've been playing on it trying to get a little better and be more competitive with some local players. What team(s) should I use as a start?

I've been trying out some of the more used characters (Sentinel, CapCom, Storm, Magneto, Cable) but I'm not really sure what team to use.

Mixah
03-12-2005, 10:16 PM
magnetos' going to take some time to get the hang of...

work with this team...

cable - anti air
sentinel - ground
commando - anti air

then when you work your way up a bit, go for...

storm - projectile
sentinel - ground
commando - anti air

overall, you're going to want to find a style that suits you best... me, bleh, i use a lot of teams... if you want to get tricky on people, and they're wondering wtf, use:
juggernaut - dash
ruby heart - anti air
bb hood - projectile

it's a rough team to use, but what you do is... glitch juggs (dp + pp), then tag him out for ruby... the THC for this team = 100% life

THC = team hyper... 3 bars + A1 + A2

RowJoe
03-12-2005, 11:33 PM
I still believe in Team Row. :P

Magneto-A/Cable-B/Sentinel-A

Team Scrub is still really good, also. It's the first team mixah listed.

New Era Outlaw
03-13-2005, 09:22 AM
Agreed.
Team Scrub's a very easy team to pick up if you're just starting out in this game. However, as your game progresses, learn a few more characters to round yourself off. If I may suggest, you can give these characters a try once you've gotten a hang of this game:

- Magneto
- Amingo
- Mega Man
- Tron Bonne
- Doctor Doom
- Strider Hiryu
- M.Bison (Trust me....I've seen some VERY impressive plays with Bison as of late....let's just say his teleport combined with Doom's Molecular Shield Assist REALLY screws people up.)

Mixah
03-13-2005, 09:24 AM
team row's good... but it's advanced.. i listed teams for noobs

basic team structure goes like this...

battery (somebody that can build meters quickly) - should be in every team
meter burner (somebody that can use that meter build - could also be the battery, example: storm, sentinel, strider, magneto, cable + assist)
anti air / anti rushdown assist (dr. doom's aaa, most invincible aaa's and sentinel drones work here)
trap assist (the two specifics listed above, and blackheart's aaa work well for this)
protection assist - doom rocks, sent drones, ironman aaa as examples
setup assists - sent drones, psylocke aaa as examples
good DHC setup - eg: storm DHC sentinel, magneto DHC storm

your team should include the first two + almost any combo of the last bunch

Agreed.
Team Scrub's a very easy team to pick up if you're just starting out in this game. However, as your game progresses, learn a few more characters to round yourself off. If I may suggest, you can give these characters a try once you've gotten a hang of this game:

- Magneto
- Amingo
- Mega Man
- Tron Bonne
- Doctor Doom
- Strider Hiryu
- M.Bison (Trust me....I've seen some VERY impressive plays with Bison as of late....let's just say his teleport combined with Doom's Molecular Shield Assist REALLY screws people up.)

all good, except, i don't know about amingo...

you didn't list storm as a good character to learn... and magneto should be one of the last few to pick up.. he's really advanced.

MagnetoManiac
03-13-2005, 09:47 AM
Try Sentinel/BH/Capcom and Cable/BH/Capcom. BH is just too easy to play.

Acer1236
03-13-2005, 10:58 AM
As I've tried and seen, Magneto's a little advanced in some departments. I found Storm to be an easy pickup though.

Blackheart is pretty cheap too. I'm going stick with Team Scrub for a bit and maybe even Santhrax too.

New Era Outlaw
03-13-2005, 12:49 PM
all good, except, i don't know about amingo...

you didn't list storm as a good character to learn... and magneto should be one of the last few to pick up.. he's really advanced.

Amingo does come in pretty handy at times.
His jumping QK and FK has some pretty decent priority, and can set up some good combos. He's also pretty easy to learn, once you get the hang of aerial raves.

As for Storm....my bad.
She's pretty okay in my book.
But you know who's a pretty fun character to try as well?

Silver Samurai.
It's just FUNNY to see an assist go horribly, HORRIBLY wrong when they end up getting fried by lightning. :clap:
I took him for a spin the other day (by accident) and ended up frying half of my opponent's team whenever an assist leapt into the fray. Good times. :clap:

Mixah
03-13-2005, 01:47 PM
samurai's funny as hell.

fucking... evil combo = dp + p + call tron, xx lightening storm... 70% life is GONE for free. 1 meter

Riot.EXE
03-14-2005, 12:22 AM
...I say to hell with the tiers...you're playing in a mall for cripes sakes...just mess around with characters until you find some that feel right to you...or...in the case of playing games with characters that happen to also be in this game...try the ones you're familiar with, to see if they're right for you in the marvel series fighting system...

...don't worry about tiers right now...just learn how to play first...when you get the hang of the system itself...THEN worry about the tiers...

...personally...I'm not quite fond of who's in the top tier and god tier...but whatever...

...listen to what these guys have to say...especially m1x4h...and you will get the help you need...

Acer1236
03-16-2005, 03:31 PM
Riot, I already have a hang of the game since I played it back on the DC. It's just the conversion of playing at a place with actual competition. And personally, the sooner I know which teams to work with, the better I'll be in the long run.

Mixah
03-16-2005, 07:37 PM
not necessarily, considering theres' people who have godly low tiers, but shit top tiers... zaza's an example... his sentinel is weak as fuck, but his wolverines rush more than a magneto on crack

Phobos
03-16-2005, 10:25 PM
Why not try Strider, Doom , Sent oR Storm .

Riot.EXE
03-17-2005, 09:36 AM
not necessarily, considering theres' people who have godly low tiers, but shit top tiers... zaza's an example... his sentinel is weak as fuck, but his wolverines rush more than a magneto on crack


Exactly...I made a post about the team I had been playing with all this time...turns out, its a crap ass team, but I use them 10 fold better than any of the top tier characters...

New Era Outlaw
03-19-2005, 08:31 PM
Exactly...I made a post about the team I had been playing with all this time...turns out, its a crap ass team, but I use them 10 fold better than any of the top tier characters...

You go, dawg. :karate:

-cypher
03-23-2005, 09:04 PM
just some questions on how to block some stuff.

How would you block the following? by that i mean, high block, or low block or left, right.

1. Mags sj. addf hk or lk .... or are all jumping attacks guarded by standing blocks?

2. Say I'm on the left side of the screen holding back while standing and mag on the right calls an assist and tri jumps. Which way do I block?

3. Same situation except Mags doesn't tri jump, he just ad df while psy leaves me blocking high can magneto attack me with a low attack?

Mixah
03-23-2005, 09:13 PM
all jumping attacks are standing blocks.

you block whichever side the opponent is on. don't worry about assists. you can block them backwards. so if he calls psylocke and crosses you up, then block, holding the side away from magneto

you can block psylocke low. you can change blocking directions during block stun

-cypher
03-23-2005, 09:21 PM
thanks m1x4h, was wondering why whenever I blocked low my strider kinda went bye bye in a few seconds.. just a few other questions i forgot to ask if you don't mind

what happens when you pushblock? all I notice is that you push the enemy away farther. does it do anything else or have any downsides?

when can you switch chars during a block ( backwards dp + a1 or a2) because sometimes I get the switch, but there are times where my char just stays there. is there a particular time i can only use that or is it just my execution?

thanks btw, sorry for the bother and sick av. you mind if i use that shina av you made me in this account? made a new account and dont want to bother you by changing the name on it.

Mixah
03-23-2005, 10:58 PM
you can't switch while you're still in block stun.
you could use whatever avatar you want

as for pushblocking. you can guard cancel and escape guard breaks with it. you're basically giving you a set amount of time before you auto come out of block stun, thus you can pushblock, and if they're not attacking properly afterwards, you can throw them out of an attack. i've seen people throw psylocke out of her psythurst super if they PB the first hit. i fucked up my friend's cable when he tried to guardbreak me with 2 shots, i pushed the first, and i threw him before he got ahvb off

learn to pushblock and to not pushblock. pushblocking at the wrong time will leave you rushed for free. pushblocking correctly will get you out of every situation

-cypher
03-23-2005, 11:17 PM
so I can only switch after blocking a hit? but not while blocking itself?

Yeah, still trying to figure out when I should. I use team cl0ck, well usually start strider first instead of sent. The only time I usually push block is when I'm facing magneto and he starts out with a cr. lk and assist. Just so I can avoid getting f'ed up, but I guess the whole not knowing where to block was one of the problems. Would it be wise to pushblock cable? I don't mean when your character is entering and he tries to gb, but right when your facing him. Wouldn't that just help him do the whole jump back hp assist and create more distance between both of you?

Sorry for the bother man, think this are my last questions. Thanks for the help.

Mixah
03-24-2005, 07:42 AM
there's no need to pushblock cable, but you can escape guardbreaks that way (eg. cammy... push block, qcf + hk, cyclops PB, SOB, ryu, PB SH)

there's other things, but for those characters who normally have a hard time avoiding the GB there's an option for you.

most needed times for pushblocks

1. when you're being trapped by sentinel, spiral, or strider
2. when you're being rushed by magneto, storm, sentinel, etc

Riot.EXE
03-24-2005, 09:08 AM
You go, dawg. :karate:

Damn Straight!

chill_effect
03-24-2005, 01:09 PM
the best advice i can give u is just know who can beat who. can msp really beat santhrax, before it was a myth but now since justin wong beat sanford bad with msp then it is possible. I suggest that u pick the chars that u like to play with. Then just develop ur teams around them, it doesn't have to be a popular team but a variation of a popular team is good. like matrix, row, santhrax, combofiend, mine is frostbite. iceman, storm, and sent. i get most my wins with this team, santhrax i use now i use iceman, sent commando also. works good, u just have to adapt to the speed of the game and adjust ur gameplan, combos and resets r a must. check out the vids that preppy has on his site. that way u know what real tournament competition is like , pushed u to try harder and make even more better strategies and combos. the site is. www.zachd.com. click on the mvc2 link. hope this helps.

Ranevski
03-24-2005, 11:22 PM
Ok. I've always been kinda unnattracted to MvC2 becuase of the completly unbalanced tiers, but it's in the arcade on campus now so I figure I may as well give it a go. I haven't played any true 'vs' games before (like things where you can switch teammates and stuff). So jumping straight into MvC2 is kinda confusing for me.

I am not a complete scrub at SF. I can play CvS2 and 3S quite well. I know all the technical aspects/advanced stuff in those games, so I do have a grasp of the mechanics of normal SF. Just that when I play MvC2 there's WAY too much shit going on for me to understand it. Exhibition type, projectile type, assist type.. what the hell are these things and how do you play this game? The best advice my friend has given me is 'fill the screen with as much shit as you can' :rolleyes:.

So can someone either point me to a great FAQ that explains everything or be bothered to type it out themselves? Would appreciate it a lot :clap:.

ragnafrak
03-25-2005, 09:25 AM
http://db.gamefaqs.com/coinop/arcade/file/marvel_vs_capcom_2_beginners.txt

that faq gets most of the systems stuff out of the way.. the character data is dated though

chill_effect
03-25-2005, 10:31 AM
hey, well since i'm bored as hell at work i'm gonna type out the mechanics of the game, basically what is possible and what isn't possible. what characters do u use or would like to use. there is a lot u need to learn before u can really uncover the true potential of most characters. Like sent. He has fast fly, unfly rushdown, unblockable things like that. I'll put up as much as i can but if u got ne questions then just pm me.

Since u've played third strike and svs2 u already know how to strategize and stuff. but with this game u have to implement ur assists. Know when to use them and what assists to use.

First: create a team.
u must chose the players that u like. This is what i thought at first, i mean u can but u won't always win with certain teams. Basically, u have to create a team that is well balanced. u have to use ur assists wisely and chose the best assist for that char.


assists: assists r used to help u attack, protect u from rushdown (magneto. sentinel, storm, rouge), basically used for attacking and defending.


types of assists: There r many types of assists in this game, and some r useful and some r worthles. Don't ever use launcher type assist.

Launcher: sucks, don't use, comes out quick sometimes but just not enough priority to beat out other assists or attacks. not reliable, the only good thing is that it tracks ur opponent i guess. How u capitalize on the launch is up to u.

Expansion: these assists r good, u can use them to protect urself and sometimes get a freecombo. Or u can use it for just pure offense. The best expansion assist imo is akuma, or venom, maybe jin i think its the one when he does a tornado across the screen. Akuma assist hold them long enough for u to combo and has a lot of priority. but he also dies quickly cause of his low defense.

Ground: best ground assist is sentinels, drones act as defense and offense. can combo if they hit. I wouldn't really suggest nebody elses ground assist. I think one of the wolverines has ground, i'm thinking of the wolverine that sweeps u then u can otg ( off the ground), i'll get to that later. Ne help on nebody knows if its ground assist for the sweep assist.

Projectile: projectile assist is used for offense, or zoning. U can zone ppl in ne game with projectiles. Like cvs2, throw hadukens to keep away. In mvc2 u can do this but it isn't effective since there is so much depth in this game. U can just use assists whenever u want to. They serve a purpose. If u've played a cable player, everyone know to use their assists wisely since he'll just shoot them and kill them. literally, storm does this also, killing assist, by throwing a typhoon since it goes through everything then doing hailstorm super. Best projectile assist is storm, some assist can beat out others , but even if ur opponent does a super and if u call in her assist in time she will knock them out of the super. Sentinels projectile assist really isn't a projectile but works good with magneto. or rushdown characters.

throw: this assist is only given to a few players that have a command grab. Like omega red, tron has it, anakaris, rouge, i'll think to see who else has it. These assists r good since most of the time after ur assist grabs them and throw them u can follow up with a combo. u might have to dash after them or dash back to hit them in the air. u might have to superjump. just depends on their height and how far they r.


capture: these r good but they don't really have much vertical range which means that it hard to hit ppl who are always moving around. Thanos has it and spiderman, rubyheart. After the capture assist hits then u can follow up with a combo. Or u could use the capture assist to even extend a combo to make it look flashy. This assist is good for resets, i'll talk about resets later also.

Anti air assist: well this is the most used assist in the game. Captain commando, cyclops, cammy, jin, ken, doom, these r the characters that u see use the anti air assist. They all r used for defense, to get some1 off of u when they r rushing u down. Wanna see some vids go to this site, that way u can get a feel for what the game can do. www.zachd.com/mvc2.

All of these assists r not the same some assists beat out others, of course depending on when u call ur assist and when they call theirs. Example: most ppl like to use dooms anti air assist, good chip, good for offense. if i call out doom to put pressure on u. then u can call out cyclops anti air assist too, cyclopes will just kick doom out, ken can kick doom out also since he's invincible all through his assist. ON anti air assist ken does a shoryuken, he's invincible all through the air, so he can kick other assists off. U can only hurt him when he lands.

sometimes during a match ppl will keep using just one assist, like psylocke (anti air assist), captain commando (anti air assist), the best way to beat most ppl is just to kill their assist. how u go about doing that is ur thing. U can kill their point char, meaning the char they start fighting out with, dhc ( delay hyper combo), whatever to win. Or kill their assist, u can bait their assist, then kill it or snap in their assisting character.


Bait: attack them to get them to call assist, most will call out their assist, u can punish the assist when its on the screen or u can just attact the active character. its up to u how u do that, depending on who u use.


snapout: u can snap in any character that u want to fight. say ur fighting magneto, his second character is storm, his third char is psylocke, they always call out psylocke, so just snap her in.
basic snapout combo: c.lk,lk,snapout.
U must learn abbreviation for combos since most ppl abbreviate when typing combos. thsi says, crouching, low kick, low kick, then snapout.
The command for snapout is qcf+a1 or a2. qcf is like a fire ball motion, quarter circle foward with the joy stick then press assist one or assist two, depending on who u want to snap in.

a1 snaps in their second char a2 snaps in their third char.

I didn't mention the button layout this is very important.

o o o
o o o, these r the six buttons. starting from left to right. lp, hp, a1 , second row, lk, hk, a2.

If u press lp twice u get mp, if u press lk twick u get a medium kick. hp is hp, hk is high kick. a1 is ur second char that is going to assist u. a2 is third assisting char.

basic abbreviations:

c.= crouching, s.= standing, sj.= superjump, add= airdash down( mainly used with magneto or storm), addf- airdash down foward, xx=cancel ( example: c.lk, s.hp, qcf+hpxxshinkuhaduken) basically says do a crouching lk, then standing hp, qcf+hp is normal haduken, then as it hits cancel into shinkuhaduken super.

lp= low punch, mp= medium punch, lk= low kick, mk= medium kick.

This faq looks pretty crappy but it gets the job done.

rolling out: rolling out is used so that it u won't get comboed again after they like sweep u. Try this combo with jill. c.lk, lk, hk, the hk sweeps them, then wait like half a second then do a c.lk again otg( off the ground), hp, sj. magic series( lp,lk,mp,mk, qcf+lpxx cancel after 1 hit then do, rush super( qcf+2 punch buttons), now this combo is long, but if i were to rollout after u did the sweep then i'll roll away u won't be able to otg me since i rolled out. very useful. always roll.
U can roll out of other things besides sweeps, but when in doubt roll, u'll get used to it as u play. knowing when to roll and when u shouldn't.

OTG: otg means off the ground, basically u can still continue a combo by otg'ing an opponent after a sweep. U can otg with most with a standing lk or with a c.lk. If magneto calls psylocke's anti air assist then he can otg u with a lk. u can roll out, but, a very big but, if he can hit u before u hit the ground, while ur in the air with a c.lk, then u can't roll out, u can only roll out once u have touched the ground. so always try to roll.

Guardbreak: This is another thing that u can learn but its easy if u play cable. Basically u're only allowed one action when u normal jump. u can attack or block, once u do that u can't do nething else, when u superjump u can block, then attack then super, just about nething, but not during a normal jump. ok so u kill a character. then next character comes out of the side of the screen. ur cable. and he's just popping out. u normal jump, and do a hp which will make him shoot a bullet at them. u must shoot the bullet at the peak of their jump. after they block the bullet their guard will break, meaning they can't block. when they pop out of the screen they r considered in normal jump mode. since he blocked ur bullet then u can just wait until his guard breaks, there is a timing to when their guard gets broken, just wait until u see that they can't block nemore. their guard is only broken while in the air. so once they hit the ground they can block again, this is why u must do this when they r at the peak of their jump coming out of the screen. so their guard breaks and u just do a ahvb, meaning cables super, one with the gun , qcf+2p, sorry if i'm talking to u like a newbie but i don't know how familiar u r with the game. He loses neways cause if he deciedes to get hit by the bullet then just ahvb him after he gets hit. free damage for u. some ppl know how to escape this but u must have skill.

tech hit: when some1 grabs u, its a good idea to tech hit, since they can attack u after they grab u sometimes. like magneto, if he uses the hk grab he'll just hit u before u recover, u don't want magneto grabbing u. to do a tech hit just move the joystick left to right and smash the buttons like crazy as they grab u. don't put the joystick in up or down. or else it won't work.


hypercombo: basically its just the super of the character. in cvs2 its double motion for the stick, then press the button. in mvc2 u have to do one motion like a haduken, or backwards fireball then press either 2k or 2p, after u do one super it is possible to do another super so that u can do more damage, u can do one more super after that, this is called dhc, delayed hyper combo, basically just switching supers to do the most damage.


to grab some1 just walk up to them then hold foward or back depending if u want to throw them foward or back then press hk or hp, pressing hk or hp do different grabs. some u can otg after, making a long combo. some u can't. u can't just walk up to some1 and grab them, rush them down, then just grab them. like magneto.. watch the vids on that site.


i'll post some more, put ur questions up. i'm bored here at work, oh well get paid to serf the web, not bad. i'm gonna get high now.

KrYpToN
03-25-2005, 10:41 AM
Sure he's gonna read all that shit.. ^_^

Extreme
03-25-2005, 11:34 AM
even if he does read it he's not gonna understand a word you said I bet.

chill_effect
03-25-2005, 03:33 PM
hey, i was just trying to help, besides i was high, i ain't got shit to do here at work neways. shit i remember asking for help bout a yr back when i was a newbie.

well just helping out the srk community, time for another j i guess.

Higher-Jin
03-25-2005, 10:49 PM
Start by learning the top tiers.

Later on if you feel confident feel free to try out the lower tiers, they got some tools and aren't as bad as some people would make you believe.

Magneto Essentials:

Fast Tri Jumping accomplished by Slide or Claw method

http://www.shoryuken.com/forums/showthread.php?t=52854

Rom infinite isn't neccesary in beginning levels two simpler comboes are:

Launch, Hp, air dash d/f Hp, HK, Down + HK causes flying screen which gives you wake up options.

And launch, HK, Air dash d/f lk, mk, land standing hk (one hit) shockwave super.

Learn how to manuever aroudn assists and bait out assists.... do this in general but it's even more crucial for magneto since he has the mobility to do so and needs to get close anyways.

Recommended assists: Psylocke A, Sentinel A

Storm:

Need to know

Typhoon (Qcf+hk) xxx Hail (qcb+PP)

launch, magic series, lightning attack x 2 xxxx lighting storm

Tri Jump

Run away with storm, Hp air dash b/u HP , HP on the way down lighning attack x 3 back up HP on the way down.

Cable

Learn to zone and figure out how his j. hp gun shot travels

learn how to tiger knee a hyper viper beam

down df foward uf up wait a little PP

Use nades, super jump HP throw nade build meter

tiger knee grenades.. if they try something cancel into ahvb you can block on the way down since tiger kneeing a move correctly puts you in super jump mode , in normal jump mode you are only allowed one action and thus you cannot block otherwise.

Learn

Jumping HP , land AHVB guard break.


Sentinel

Learn Unblockable (right when the beam starts to dissapate to figure out when that is go to training mode with 2 controls and hold up back on the second control while pressing down + HP with sent, when you see the other character let go of his guard then go back to guarding that's the part of the beam that's unblockable)

Learn HSF semi infinite

Rocket Punch xxxx HSF , Standing HP, Rocket PUnch xxx HSF

Learn To fast Fly look up the sent threads

learn about unfly...

i gotta go i'll post more later maybe.

Obkb
03-26-2005, 09:05 PM
You don't start out by advising a complete novice to the world of VS games to do the most advanced shit in the game. Since Marvel Vs. Capcom really isn't comparable to SF except in shared motions, that doesn't work.

You must begin by learning your specific characters *LAUNCHER* (ex: Magneto's is d+HP) and how to follow it up with a basic air combo, typically called the *MAGIC SERIES* (ex: Magneto's basic magic series is, after launch, super jump up, and hit lp, lk, lp, lk)

Once you have the very basics down, work on your zoning game, very much like SF games, except it's like SF on crack. The zones you claim can and will be invaded and removed quickly if you don't enforce your territory. Assists and plain old fashioned anticipation and perparation come into play, here.

Best advice that can really be given for a first time MvC2 player is jump in, play around, develop a very basic playstyle, then return to these boards once you're comfortable and feel like you're ready to step it up. After that, it is simply a matter of a reading, understanding and doing. Once you develop the tools, you have to develop the game and put it all together to become worthy comp. I'm still working on that :x

Ranevski
03-27-2005, 12:21 AM
Stuff

I know about half the stuff you listed, ie techs, abbreviations, guardcrush, OTG, throwing, lol. That stuff IS in other games :P. But the assist and snapout stuff was useful.

Few q's;

Does each character have only one assist? ELike does Ken ONLY have the anti-air assist, or does he have others but that's his best?

If I perform a snapout, is that changing the characters on MY team, or theirs? Cuase it kinda sounded like I could change what character you had out...

Also about DHC. Firstly are there only lvl1 supers in this game? The impression that I get is that you can store up to 3 lvl1 supers which you can then use one at a time. I say this cuase I haven't ever seen a 'lvl3' super done, or that I noticed at least. Furthermore, what exactly did you mean by you can 'follow up' a super with another? Do you mean that it's possible with some supers to juggle after a certain super with a another? Or can you like cancel any super into another super provided you have the meter?

@ragnafrak -
Ty for that FAQ too, I've bookmarked it and will read it when I have more time :).

-cypher
03-27-2005, 06:12 AM
You get to choose from 3 types of assist for each char.

It changes the person your facing on their team.. for example your facing Magneto and he has storm and psylocke on his team. If you perform the snapback ( qcf + assist button 1 or 2) whichever assist you use will determine which character will replace his magneto. Since the order of his team is M/S/P, if you use qcf a1, storm will come out. If you use qcf a2, psylocke will come out.

Not sure if anyone mentioned it, but if you manage to hit their lead character and the assist they just called out at the same time with a snapback you can usually kill the assist easily.

Ex: He's magneto and he calls out psylockes anti air assist, you call out your psylocke aa after his and both his mag and psy get hit by your psylocke, if you manage to hit both of them with a snapback you can usually dash and do a cr. lk into repeated launches.

I could be wrong but what happens is that when you snapback both the point character and the assist, the point character exits the screen and the assist gets knocked on the corner of the screen. You have some time to otg into a launch. As long as his assist doesn't hit the ground you can just launch them up until they die.

You can store up to 5 supers. There are lvl 3 supers that exist. Akumas raging demon. I think dan's version of the raging demon is also 3 bars.. I'm not sure. Hayato's B.Hayato super uses 3 bars. I think maybe ryu's shinshoryuken is also 3. Transforming into evil sakura also takes 3 bars I think. Those are the only ones I can remember.

Yeah, you can cancel a super as long as you have the meter for it. Not sure if all supers can be cancelled, but most can be.

Umm if I was wrong about something just correct me.. just kinda bored at school...

ragnafrak
03-27-2005, 09:28 PM
if you hit a character with a snapback that isn't eligible to be snapped out, like when there is only one character left on the other team, or the assist gets hit. hitting the assist with a snapback doesn't snap anyone in so it will just bounce them off the wall for a free OTG followup.

in evo2k3 soomighty vs jwong, soo kills sentinel with 4 snapbacks in one combo at the end of the match.

Higher-Jin
03-27-2005, 11:29 PM
I know about half the stuff you listed, ie techs, abbreviations, guardcrush, OTG, throwing, lol. That stuff IS in other games :P. But the assist and snapout stuff was useful.

Few q's;

Does each character have only one assist? ELike does Ken ONLY have the anti-air assist, or does he have others but that's his best?

If I perform a snapout, is that changing the characters on MY team, or theirs? Cuase it kinda sounded like I could change what character you had out...

Also about DHC. Firstly are there only lvl1 supers in this game? The impression that I get is that you can store up to 3 lvl1 supers which you can then use one at a time. I say this cuase I haven't ever seen a 'lvl3' super done, or that I noticed at least. Furthermore, what exactly did you mean by you can 'follow up' a super with another? Do you mean that it's possible with some supers to juggle after a certain super with a another? Or can you like cancel any super into another super provided you have the meter?

@ragnafrak -
Ty for that FAQ too, I've bookmarked it and will read it when I have more time :).


There are level 3's but there are not individual levels for each super.

there are some moves that are level 3 (shin shoryuken, raging demon, ultimate final atomic buster, dark hayato)

and the rest are only level 1

and there is no guard crush in this game

it's guard break

you get only one action in a normal jump (there is super jump, performed by d, u)

this includes blocking so if you get someone to block and then he comes out of block stun he is unable to block on the way down.

If you don't have the game i suggest you get it before asking much more.

I say this because if you've played the game at all you'd know right off the bat that people have 3 assist types.

Also there is a world of difference betweem OTGS and OTG juggles you can always roll out of otg comboes and whenever you sweep someone they can ALWAYS ROLL no matter what however there is a certain hit stun called dead weight (which is caused by psylocke AAA and sabertooth Expansion and juggernaut DASH to name a few)

and if you hit them on certain frames around the time they barely touch the ground they CANNOT roll out of it and thus it is a legit combo that is unescapable at least in that portion.

chill_effect
03-28-2005, 07:45 AM
They pretty much answered all ur questions, but if u need more help just post up ur questions. I don't have a comp so i use the one here at work.


u can go from one super to another, providing that u have more meter. Supers usually take only one meter, u can have a max of five meters. U get meter by getting hit or u hitting the other char. Well say ur doing mega optic blast super with cyclops, u can then go into hail storm with storm, then go into hyper sentinel force with sentinel. these r three supers in one combo. Damage scaling doesn't allow for u just to kill ppl with supers so u have to reset and stuff like that. u can only do three supers at one time. dhc from 1 super to the next.


Well, in ne case, u can do a thc, triple hyper combo, just push the a1 and a2 buttons at the same time. These aren't really that good, u have to get a dumbass with this or if sentinel is flying around then u can do this , maybe he doesn't have unfly and will get hit.


Remember that different assists let u do different supers when doing a thc.

Ranevski
03-28-2005, 05:41 PM
Thanks for all your help guys. I saw those 'assist types' in the arcade but didn't know what they were, thought they were like groove, or ism, or something :\.

I'm trying to find a ps2 copy of the game to buy (I don't have a DC) and am just playing at the arcade till I can find one. Is the ps2 copy a perfect/decent/crap port of the arcade vers. or what?

Kratos
03-28-2005, 08:59 PM
Crap port. Some say not even worth getting.

Ranevski
03-28-2005, 10:42 PM
A list of the differences would be nice, so we could see how game-breaking they are/aren't :confused:.

foong_kev
03-30-2005, 06:29 AM
I opened a threa on the differences quite a while ago, so search for it if you want the extensive list. Here are a few for the moment:
1. Magneto's c.lk + Sent-A, c.lk, c.HP doesn't connect unless you pause for a split second in between the two c.lks.
2. Magneto's snapback doesn't hit strider, even if he's standing.
3. Gamespeed is slightly slower

I can't remember anymore. Just search for my thread
Hey Ranevski you're in Sydney yeah? Do you go to playtime? We could meet sometime I play there sometimes

Higher-Jin
03-31-2005, 12:32 AM
A list of the differences would be nice, so we could see how game-breaking they are/aren't :confused:.

Alpha counter doesn't make the point character invincible when leaving (alpha counters in this game work differently than in other games, your point character doesn't do a alpha counter a team mate does basically you switch places with your team mate depending on what assist you pressed (alpha counters are perfored by qcf+ assist1 or assist 2) and that character does a AC depending on the assist type you chose for them)

in dc version point character leaving is 100% safe but in this game sometimes they aren't so if you want to save your character from block damage by alpha countering to a team mate when being chipped and they take the damage and your character goes to the backround and heals up... in ps2 doesn't always work (they both eat the damage) don't know the specifics.

also the gambit glitch does not work, doesn't matter anyways, not allowed in tournaments.

I have the ps2 copy it's not that bad, i don't really notice anything different in the ps2 to dc version for the most part, not but it's not that great either.

Also you can Ex Cancel (special to super) and for the most part cancel almost any normal (except overheads .. command moves) into specials or supers

they dont' have to hit either and some are useful (cyclops: cyclone kick IMMEDIATELY xxx mega optic blast good recovery.... ice man: air combo ice beam IMMEDIATELY xxx Artic attack yes you can consider some of these "karas" but i think the timing is looser since you can cancel them any time).

however you should note in normal jumps you can't cancel specials into supers u can cancel normals into supers tho.

edit: thanks i put them in the wrong order you can't super into special the only game that even allows that is cvs2 in c groove.

foong_kev
03-31-2005, 05:57 AM
Higher Jin, I think for what you call Ex Cancel it's special to super, not super into special. Anyway I was lazy the other day, but today I'm not. Here's the link to the differences in ps2 and DC versions.

http://www.shoryuken.com/forums/showthread.php?t=75940

Enjoy

DanThrasher
04-01-2005, 01:11 PM
hey Higher Jin qcf+A1 or A2 is the snapback, the variable counter is B,BD,D+A1 or A2. I have the X Box version and yeah a couple of times that I used the variable counter Both of my characters got hit. Usually the only time this happened was during Hail Storm, Magnetic Tempest, and a couple of the beam supers Iron Man mostly. Lol, you thought that the ps2 version was bad, you can't even do the damn Juggernaut power up glitch on X Box.

EDIT: How do you put the blue text on your posts, off topic, sure, but who gives a damn? The thread Nazis :confused: watch out for them.

Ill E
04-01-2005, 01:58 PM
that blue text at the bottom is the signature. if you login and click "user CP" which is on the top left of the menu bar, then on the left the user cp menu is there, click "edit signature" and type whatever signature u want, it will go under all of your posts, thats what the blue text is.

Ranevski
04-01-2005, 10:10 PM
Sounds like the ps2 version isn't half bad. It doesn't have to be arcade perfect, would just be nice to have something to practice on at home so I can stand a chance in the arcade. As long as the game is drastically different I think it'll do (hell I learnt CvS2 on the EO vers. :wow:)

@foong_kev -
I just started attending Sydney Uni, so I play at the arcade on campus mainly. I've been to Playtime on a few occasions though and may start going there more frequently now that I'm so close to it so often.

foong_kev
04-02-2005, 08:59 AM
Sounds like the ps2 version isn't half bad. It doesn't have to be arcade perfect, would just be nice to have something to practice on at home so I can stand a chance in the arcade. As long as the game is drastically different I think it'll do (hell I learnt CvS2 on the EO vers. :wow:)

@foong_kev -
I just started attending Sydney Uni, so I play at the arcade on campus mainly. I've been to Playtime on a few occasions though and may start going there more frequently now that I'm so close to it so often.
Yeah, but sometimes it pisses me of that I can't connect the c.lk and Sent-A unless I use a variation of the combo.

Well maybe I'll see you at playtime sometime. Unfortunately the machine at playtime resetted a few weeks ago so not all the characters are unlocked. Such a pain in the ...

Higher-Jin
04-02-2005, 11:08 PM
there's no need to pushblock cable, but you can escape guardbreaks that way (eg. cammy... push block, qcf + hk, cyclops PB, SOB, ryu, PB SH)

there's other things, but for those characters who normally have a hard time avoiding the GB there's an option for you.

most needed times for pushblocks

1. when you're being trapped by sentinel, spiral, or strider
2. when you're being rushed by magneto, storm, sentinel, etc

if your timing is good and you have cable yourself with meter you can push block and if they are aiming it down so you fall into it you can do a AHVB i believe and if you mash down + PP you should trade

ParryPerson
04-09-2005, 08:38 AM
AAA = Anti Air Assist

ethnic_scrap
04-16-2005, 03:02 PM
ok, bigtime obvious noob post here: Team Scrub consists of which characs? Thanks guys, sorry for the bother

MagnetoManiac
04-16-2005, 03:15 PM
ok, bigtime obvious noob post here: Team Scrub consists of which characs? Thanks guys, sorry for the bother
Cable, Sentinel, and Captain Commando. Cable on Anti air, Sentinel on Ground, and Commando on Anti Air

ethnic_scrap
04-16-2005, 10:06 PM
Cable, Sentinel, and Captain Commando. Cable on Anti air, Sentinel on Ground, and Commando on Anti Air


Ahh, I see. hehe, yes, definitely worthy of the name Team Scrub.

RowJoe
04-16-2005, 11:02 PM
MSP is a better fit for Team Scrub.

b1ng0
04-17-2005, 01:16 AM
Can you input the command to roll before you hit the ground? For example, if psylocke assist pops me up in the air, can I input HCF + button before I hit the ground, and then will I roll at the earliest possible second for the best chance to avoid magneto's c. lk c.hk?

I would appreciate any methods for the most accurate and succesfull rolling. Right now, I just mash what I believe to be HCF + p to roll... if there are any better ways of doing it, I'd appreciate your post.

MagnetoManiac
04-17-2005, 06:11 AM
Yup, i just booted the game up and I input the command just before I hit the ground, but, its still impossible to get out of a perfected c.lk from mag after a psylocke assist. It counts as a juggle, meaning its unpossible to get out in any way. But yes, just input the command once before u hit the ground. From storm's HS super, I roll as much as possible, notsure if anything else works.

b1ng0
04-17-2005, 06:15 AM
awesome, thanks for confirmation MagnetoManiac

Troyboy's Back!
05-02-2005, 03:46 PM
I have been really into this game for some time. I love watching high level play and it's fun to play. I just have never played anyone good so I have never really been able to get help with the game. I wanna learn MSP, I'm a fast learner and already know some basic crap with Magneto and Storm, my Phsyloc s/p? is crappy as hell basically just used as assist.

My Magneto:

I've been working on the ROM with Magneto and so far this is what I got...... Ch. Lk,Ch. Lk, ( Phsyloc assist ), Ch. Lk, Cr. Hk, qcb K, Cr. Fr, SuperJump, Hp, Diagnal Down 2 punch, Lk, Lk, SuperJump, Lk, Lk, Then I try to do the Down Dash thing and I miss with my Light Kicks, maybe I'm going to fast or to slow I don't know. I think I'm doing it pretty fast so I might be doing it to slow. Any help with that would be appreciated, like if someone made a vid on how to do it or what ever.

Also any basic combo that are good to use with Magneto would be appreciated.

My Storm:

I only really run away and then I do the ocassional.....Cr. Hk, Jump, Lk, Lk, Lk+Hp, Super.

Any basic Combo's or Strats with her would be appreciated.

My Phsyloc:

Give me anything...........ANYTHING!!

Thanks to anyone who gives me tips. Also if you wanna give me some help and you wanna catch me on AIM my AIM is Troyboy4887.

THANKS AGAIN!!

hadoken king
05-03-2005, 05:24 PM
for magneto, there's a lag between the second LK on the way up, and the air dash. http://gamefaqs.servebeer.com/m1x4h/ go to the downloads section. there's two videos.

don't learn how to do ROM off of psylocke assist, if you can't do it solo yet. work on his most important solo setups, then work on it with an assist. if your psylocke dies, and that's all you know, then your magneto dies shortly after.

solo setups include.
-c.lk, c.hp, sj, hk, addf, d+lk, lk, land, ROM
-hk throw to corner, dash, c.lk, c.hk, xx sj, lk, lk, addf, d+lk, lk, land, ROM
-c.lk, c.hk, xx sj, add, hk, land, c.hk, xx sj, lk, lk, addf, d+lk, lk, land, ROM

those are probably his most important ones to learn solo. if you cannot do those, then your magneto will be WEAK.

when you get to psylocke setups, don't do all the work you did before. it's a waste of time, and it's harder to correctly set it up that way from the hyper grav. just do this.
c.lk + call psylocke, c.lk, pause, c.lk (juggle), c.hk, xx sj, lk, lk, addf, d+lk, lk, land, ROM. easiest shit in the world

as for other basic combos... work with these.

ROM infinite, land, j.lk + call psylocke, lk, xx tempest (you can't do this if you set up the ROM infinite with psylocke without resetting)

c.lk, c.hp, sj, hp, addf, hp, hk, land, c.hk

corner: c.lk, c.hp, sj, hk, addf, hp, hk, land, c.lp, jump up/forward (keep holding up/forward) lp, lk, hp, hk, land, jump again (should be on the way up from still holding it), hit HK for the HK throw. then start ROM from there.

c.lk, c.hp, sj, lp, lk, lp, pause, lp, lk, lp, lk, ad/uf, lp, lk, lp, lk, hypergrav xx tempest. (this is more to understand how to control magneto's air combos. Hypergrav xx tempest isn't really useful in higher level play, but if you can see they don't know how to mash it, then use it to your advantage. best bet, is to try it once, if they mash, forget about it.

Storm:
work on getting her air combos off well. also, her rushdown is a lot better than magneto's IMO, but her resets aren't as reliable since she's not as fast.

work on doing tri jumps with her, while holding up and hit two kicks. and mix it up and do one kick, two kicks, one, one, etc etc...

getting that launcher is important. sj, hp, addb, hp is a good way to build meters, and it's fairly safe as well. her best resets, IMO, are things with arial hk's. example...

corner: s.hk, sj, hk, addf, lk, land, dash under, sj, addb, hk again.
her throw isn't nearly as useful as magneto's.

when using her to runaway, utilize magneto's projectile assist as much as you can, but always protect him. if they're playing around building meters, people tend to fall into magneto's assist a lot, from there, you can LA xx LS on the spot, or if you're baiting it and you've learned how to do it properly, you've already started a hailstorm to nail them with it. it just takes experience away from practice mode to get used to storm. she's not much for practice mode, as magneto or sentinel are, but everything helps.

psylocke:
rememebr that her j.hp has massive priority. that gets a lot of combos off. also, after her b+hk attack, you can hold forward, and she rolls to the other side. kikou gakure is a good super to chip with, since you can't get thrown out of it, and it's pretty safe (NOT AGAINST SENTINEL OR CABLE!!!).

get her air combo down...

c.lk, c.hp, sj, lk, lk, qcf+lk, xx kikou gakure

maelstorm is the worst super in the game. dont' bother unless it's for showing off purposes.

hope that helps.

BTW, if you want to use magneto, i wouldn't suggest starting with MSP since it is kinda advanced. i'd suggest using team old soo, which is magneto/cable/psylocke

but stick to whichever team suits you best.

Troyboy's Back!
05-03-2005, 06:36 PM
Yo man thanks alot for this info man. I actually was thinking about useing that team and I probably will use it.

Once again Thanks alot you dont know how much that will help....time to go to training mode THANKS!!

haloha123
05-05-2005, 07:25 PM
the problem ur not hitting the cpu when dashing down foward is because u did not do the lk fast enuff.u shouldnt even see mag going into air dash animation,the lk should come out almost the instant u air dash.

Golba loves
05-09-2005, 07:29 PM
MSP = New Age team scrub

Shin-Chan
05-10-2005, 03:33 PM
omg, I started with mag/cable/ psy lol, and now I am good enought with magneto ^^. Work hard Troy Boy!

DragonSama
05-31-2005, 02:16 PM
I’ve been playing CVS2, T5, and GG2X and now I want to learn Marvel but I have no idea where to start. I have the DC version and I have a converter for my stick so I am good to go with that so far. My problem is when I try to play using the bread and butters of SF it just does not work here. So what are the Marvel basics I need to learn and where do I go from there. I don’t care about characters or tiers right now as I want to learn the game then I can step up from there.

DanThrasher
05-31-2005, 02:17 PM
when I started I wanted to use MSP, but my storm was crap and I eplaced her with Cable. After I got good enough with Mags to hold up the team with just him I started to replace Cable with other characters until finally I decided to use Storm. Now, my storm is better than magneto and my psylock is better than either of them. LOL

ShakingHands
05-31-2005, 02:24 PM
up, up, down, down, left, right, left, right, select, start

DragonSama
05-31-2005, 02:29 PM
up, up, down, down, left, right, left, right, select, start


and if I was playing contra I would have 30 lives and GGPO to Red Falcon in 30 minutes.

I’m talking Marvel here and I am admitting I suck at it. I am asking what I should learn first rather than just randomly playing that game and still getting beat like a red headed step child. I can half ass do a AHVB but I want to know what techniques I need to learn to get he basics of Marvel down then where to move on to the more advanced stuff.

De4dEyE
05-31-2005, 02:33 PM
For now, practicing getting a consistent AHVB. After that, while playing against other people, learn what you can and cannot punish with it. After some trial and error, you'll be able to see what you can and should punish, and what you can and should not punish. Having a solid Cable helps you learn other characters, because then you can pick those characters and learn them, but if they get owned up, you can generally make a comeback with Cable alone.

Remix1213
06-05-2005, 11:58 AM
My first team Cable/Doom/Blackheart waz easy to learn and helps u wit most aspects of the game. For example u have rushing/zoning/keepaway/chipping/running/traping/baiting/easy infinite wit blackheart. So i would suggest u use that first....
EDIT: Before u wanna learn Magneto learn Storm first, it will make learning mag alot easier trust me. If you have any questions hit me up on aim.

Onikage
06-08-2005, 12:26 PM
I would say space control and knowledge of attack angles is crucial. For example, Cable is very good at controlling the space in front of him with j.jabs, viper beams, and grenades. And of course, punish anything you can with ahvb or combo into it. But he's pretty vulnerable if you can get directly on top of him. So you choose an assist that covers that space or gives him time to run away from the attack - CapCom and Cyc are both terrific for that. One thing to keep in mind is that an anti-air assist is basically a one-button DP with no recovery for you. So you hit the button and you're free to act while a DP is covering you. Looking at it that really helped me to remember to move my ass around after I hit that assist button. Anyways, I'm not great at marvel, but I remember all the dope threads about how to play, so if there's anything I can do to help lemme know.

Remix1213
06-09-2005, 05:02 PM
how is it that you mash your way out of mag tempest??i sometimes get it but other dont...
btw what does juggle mean? :xeye: i think its kinda obvious but ive been wanting to ask for some time now lol

Mashing out is simple wiggle the joystick back and forth while pressing the two punch buttons (People think u have to mash the buttons but it isnt the case i "mashed" out just wiggling the joystick).

-cypher
06-09-2005, 06:21 PM
Are there any differences between the two copies of Mvc2 for Dreamcast?

50mOrEcEnTz
06-11-2005, 08:01 AM
i heard engine is different hence why they can do combos that will never fukin work on ur version...i dun seen like 80 hit tron corner combos on japan videos....with no super...try that shyt on american version...not happenin (unless i juss dun know the combo and how they fsd w/tron)

scrubkiller
06-11-2005, 12:59 PM
wow that shit sounds hard alone to break fly screen with tron

-cypher
06-13-2005, 02:05 PM
thanks for the info 50

Ryu & Ken
06-16-2005, 01:32 PM
Regarding the juggling more so on mag.

I seen when mag ducks and hits peeps in the air and just juggles with that same move over and over and kills u.

Whats up with that and is it hard 2 use ?

same with storm and her standing kick

BB Hood
06-16-2005, 04:12 PM
You mean keep launching with Mag and no its not hard 2 use. Its only effective against people whose main characters have been snapped out while their partners are still in play. You just keep launching the partner...

ragnafrak
06-16-2005, 05:31 PM
you can do it with any character in the game, magneto/psylocke assist is definitely the best duo at getting it though

50mOrEcEnTz
06-17-2005, 05:38 AM
you can do it with any character in the game, magneto/psylocke assist is definitely the best duo at getting it though
false...you can NOT do it with any character in the game....

ragnafrak
06-17-2005, 07:33 AM
yes, you can.. which character doesn't have a snapback?

which character can't stand in the corner and jab you to death, (i understand what you mean by not every character has a vertical launcher that's fast enough, but there are other ways of juggling)

Cynistar
06-18-2005, 01:16 PM
i just started playing this game, and i see that there's only a LP and HP, same with the kicks, but i notice that on faq's it says to use the MP, how do i use that? what button or combination of buttons do i press to use the mediums?

Higher-Jin
06-18-2005, 03:51 PM
i just started playing this game, and i see that there's only a LP and HP, same with the kicks, but i notice that on faq's it says to use the MP, how do i use that? what button or combination of buttons do i press to use the mediums?

You get a mp by pressing lp twice and you get a mk by pressing lk twice.

If you are a real beginner this might help you:
http://db.gamefaqs.com/coinop/arcade/file/marvel_vs_capcom_2_beginners.txt

along with this:
http://www.gamefaqs.com/console/dreamcast/game/914427.html

that's beginner stuff though when you feel ready for the more advanced stuff you can ask on the forums or pm me.

Extreme
06-18-2005, 08:03 PM
I've been playing this game for like... 8 months'ish but my recent visit to the arcade earlier tonight showed me I need alot of work.

I'm really upset that i can't seem to beat the most scrubby of people without like 2 or more tries sometimes. What should i be doing with my character in certain situations...

GUY A - all he does is superjump and try to land on you.
GUY B - he calls out Commando even when I'm nowhere near him.
GUY C - Legitly better than me. much more knowledge of advanced tactics and the game in general.

Ok... First of all I almost alwasy use good teams like MSS, ROW, MSP Santhrax, just so you know what character i'll use.

SITUATION 1: I'm playing against GUY A he superjumps with Guile and I do one of three things I either wait on the ground and block his sj.hp and, more often than not, block his attempt at a high/low mixup with c.lk... or I superjump after himwith storm or mags and try to hit him with hp or hk or something but lo and behold he outprioritizes me with a sj.hp... Mostly i'll tyr to stick with my third option. He sj's toward and I dash under him. But for some frwaking reason i'll do a dash and a hp with come out much to my annoyance. Naturally he'll use his air combo into air flashkick.

SITUATION 2: Playing against GUY B. This guy calls out CC when I'm a full screen away and just uses Ice beam to stop me from getting in to punish... I'f try to square jump he shoots up. I think i just came up with my solution as i'm typing this however. Should i be waiting for him to use a straight ice beam then sqaurejumping over? Yah i think i'll tyr that next time. Other than that I always wind up running into his Commando assist. I tri-jump/square jump he calls CC, I play runaway with storm he dash and calls CC, I do ANYTHING that involves rushing and he blocks while hammering assist 2... yes assist 2, Commando is second on his team for some reason.

SITUATION 3: Playing GUY C... now this guy I can say is better than me and I almost never get pissed about losing to him. The thing i'm trying to figure out it. He's be right above me with fly Sent, stomp me while calling Storm proj. He for some reason often hits me with the next fly hk as if i've been blocking low which I usually am not. I'f i find a break in his chain I try to sj but he pans my ass back down. This is strange cuz when I do that to anyone else they always are clear of its range or for some odd ass reason are able to outprioritze me or trade hits. Same thing happens when I get over someone and use fly hk. I really just wanna know how to effectively stomp someone downa nd KEEP them on the ground like he does. I can never seem to get them from superjumping. The other thing is when I DO manage to sj out of his chain i can't get to him cuz he flies back. the obvious choice but for me i always seem instinctively chase them and try to pan em but thay will usually block it and i'll get pushed slightly back by the block therefore letting my opponent call guile in the case of GUY A.

Also how exaclty do I get over someone with Sent.whenever I to fly (a sj.hp hit) it hits him so far back that they can sj before I get within range to pan em down.

Now onto Cable...

Seeing pro match vids I see people use sj.hp, tk.nades, etc. This never seems to do anything for me when i play. I can never hit GUY C with a sj shot when he ad.u with storm or Mags. Adn that just lets him get over me. Seeing how I almost only play Cable in ROW so when he's over me I'm screwed. How exactly should i be using tk.nades to my advantage. I know to use hk nades cuz they fly right to the bottom corner of the screen but I usually use lp nades by accident giving them a chance to jump/s.jump

I'd just really appreciate it if someone gave me some help.

foong_kev
06-19-2005, 12:11 AM
Guy A: Execution of the dash under seems to be the problem, if a HP comes out. An easier solution is to just AAA his ass with psylock of cyclops or whatever.

Guy B: There are pauses in between the assist and his ice beams and stuff, Look for the holes. Example: He calls CC and ice beams forward at the same time. Block it, then tri-jump (not square) and dash in. He'll ice beam upwards since he though you square jump and did the beam upwards on reaction. At this point in time CC is just getting out of the screen so he can't call him againt. Now is the time to attack when you dash in. Or just float with storm, bait the CC assist then quickly land on top of him.

Guy C: Patience is the key. When you see the hole, do a quick short dash under the other side, super jump and attack. Or do one frame DHCs like Mags tempest into storms hail.

With cable I prefer doing tiger knee jab viper beams then gun shots. Controls more screen space. Tk nades are more used to keep an opponent locked down or to provide a barrier to stop them from rushing you down.

Extreme
06-19-2005, 02:33 PM
hmm i think i've seen something like that. Ryu snap out and he ducks and jabbed em low. But i've only seen it work on Roll IIRC

Devil7om
06-20-2005, 06:24 AM
A good thing to do when playing any fighting game is to not use a tactic unless you know WHY you are using it. If you dont understand the purpose of using cables nades, them simply dont use them. All things have their time and purpose, using things randomly will normally never accomplish much, and if it does it would have been by accident, meaning results are inconsistent, as are wins.
btw some uses of nades is to land them on top of your opponent, preventing them from moving up or closing distance. (ie rushing you down)
Use lp nades after sj.hp to give you that area of covered space right in front of you. Also if your in the air and your sick of him aduf over your sj.hp then just ahvb, whack him right out of it. Only use it uncondition him though, dont go throwing your meter away whenever you both sj.

Onikage
06-20-2005, 03:41 PM
for the lk grenades, you use them to protect the area right over your head. hold the button down for a split second, then let it go and the grenade wil detonate over your head. definitely gotta get that down to protect your domepiece.

haloha123
06-21-2005, 09:05 AM
everytime when opponent is doing a move eg.doom throwing pink shit or cable calls bh jump and throw nade.i always try to wavedash under them but everytime all it comes out are hp,and it makes me very hard to close in to cable,capcom or doom,bh team.i have no problem wavedashing when opponent is not doing anything
im pressing down +lp,hp at same time to wavedash.is there a better method to wavedash?btw how to wavedash backwards?i have no problem doing that with mag:qcb lp,hp but with storm she will do the hailstorm super.thx for any replies

haloha123
06-21-2005, 09:22 AM
GUY A-when he super jumps,sent can dash back and pan,storm and mag can do crossup,cable can scrimiter or u can call AAA

GUY B-when he wanna ice beam call yr assist take the hit and hp xx rocket punch into watever u want,if his commando is in the way kill it,or do enuff damage to it so he wont dare to call him out for a least 30sec,or u can just fly just above his icebeam.if ur using mag or storm its much easier sj,block commando and do whatever u want in that precious 5sec,if cable its even easier,wait for him to ice beam then ahvb his ass down when his recovering frm ice beam

GUY C-just like foong_kev said,patient,when his stomping u,pushblock them and sj away,play defensive,u wait for him to come to u,dont go to him unless yr offensive skills are a few level higher than him,when hes stomping u always block high,the storm assist wont hit u,but experience players usually stomp,unfly,cr.lk xx rp into super.


cable-if u have lockdown assist like storm/doom or sent,u can use the hk nade above their head to stop them from sj-ing so as to take chip damage,lk version of nade is to stop offensive force like storm or mag,just use them in front of u so that they cant rush in directly giveing u the time to sj away to keep yr distance

Onikage
06-21-2005, 10:05 AM
i always double tap forward to start dashing, then do d.lp+hp. works great for me.

ytwojay
06-21-2005, 04:21 PM
I don't think you're supposed to press d+pp, I think you're supposed to press down to cancel the dash, stand and then press pp.

Then again I could be wrong. I just mash. :)

50mOrEcEnTz
06-21-2005, 06:34 PM
yes, you can.. which character doesn't have a snapback?

which character can't stand in the corner and jab you to death, (i understand what you mean by not every character has a vertical launcher that's fast enough, but there are other ways of juggling)
oh, thas wut i thought u meant....srry :pleased:

Augmint
06-22-2005, 05:04 AM
i always double tap forward to start dashing, then do d.lp+hp. works great for me.

Same for me. Go to neutral before the d + 2P.

ParryPerson.
06-22-2005, 12:08 PM
I don't think you're supposed to press d+pp, I think you're supposed to press down to cancel the dash, stand and then press pp.

Then again I could be wrong. I just mash. :)

Thats how I have always done it, dash using 2 punches, then cancel it with a down, then dash again.

Onikage
06-22-2005, 12:35 PM
yea, my bad - i tap down a split second before hitting the pp - its so close together it feels like I do it at the same time - gg random muscle memory.

ph!Lop!a
06-22-2005, 12:59 PM
ive always done PP, [d/f + pp] x N

kesh!
06-25-2005, 02:13 PM
First, is the xbox port of MvC2 close to the DC port at all? or is it its own new game? I dunno i've been trying for about 2 months to get the ROM infinite off, or any infinite for that matter, nothing comes out...was something changed? timing etc?

And for mashing, what supers (beam supers?) are mashable? it came to a surprise to me (b/c of movies) that storms hailstorm was mashable :o. Any help would be greatly appreciated <3

J.D
06-25-2005, 07:22 PM
The Differences Between The Xbox, Ps2 And DC Versions Is Something Related To Characters Size Or some Shit

But I Can Make The ROM, Unflies And Normal Stuff In Any Version Without Any Difference

I Think You Just Need To Practice A Little

Shyguy_O_o
06-26-2005, 06:53 PM
everyone says the colors, size, sounds and other stuff is messed up on the non dc/arcade versions. also heard the alpha counter glitch happens more on the non arcade versions of mvc2, but the only time i ever got that glitch was on the arcade. only diff i can see is magnetos blue on ps2 seems a little off

Wires
07-01-2005, 09:51 PM
up, up, down, down, left, right, left, right, select, start

:confused:
I don't think that's right at all...

What about :snkb: :snka:

infamous.truth
07-11-2005, 07:39 AM
if you want b&b combos... check the faqs.

if you have specific questions, ask away or pm me.

to get started, what type of player are you.?
ex. in CvS2, did you rush, poke, turtle... etc.

gh0st.

infamous.truth
07-11-2005, 07:44 AM
its as simple as pp, down (cancels the dash), pp ect...

but its hard to master, practice makes perfect.

gh0st.

Higher-Jin
07-13-2005, 07:32 PM
dash (pp) press down (let go of down) dash (pp)

SuicidalGrandpa
07-18-2005, 07:23 AM
I've been toying with different Teams for when I buy this game. Please help me figure out what would be the best team for me. I have to go now, but I'll give you more info when I get back.

Spiderman, Psylocke, and someone else.

Thanks

Ill E
07-18-2005, 08:28 AM
Team Scrub (Sent/Cable/Capcom) :tup:

Runaway/keepaway with cable, and if they call out their assist, shoot him... :karate:

SuicidalGrandpa
07-18-2005, 09:23 AM
Capcom (question mark)
Which one is that (question mark)

I was just wondering, I've considered dropping Psylocke. I remember not liking her, so that means I'll have to open spots. Help me fill them in.

1. Spiderman
2.
3.

Ill E
07-18-2005, 01:58 PM
Capcom (question mark)
Which one is that (question mark)

I was just wondering, I've considered dropping Psylocke. I remember not liking her, so that means I'll have to open spots. Help me fill them in.

1. Spiderman
2.
3.

Capcom= nickname for the character Captain Commando. His anti air assist is really good. thats why his AA assist is popular.

You're better off keeping psylocke instead of spiderman. Her anti assist is invincible, one of the best in the game,if it connects, its basically a free combo for you... Usually you see psylocke teamed up with Magneto and storm. THat team is called MSP (magneto (Projectile assist), storm (projectile assist), Psylocke (Anti-air assist) you rush em down with magneto, call out psylocke's assist a lot, cuz it sets up magneto's infinite, and other combos/resets, and you end up with 4 or 5 meters ,cuz magneto is a real good battery, then when you bring storm in u can use those meters for supers, or just to chip them with the hailstorm super (qcb+2p). but... magneto isnt really easy for a beginner to learn..

If you really want to keep spiderman.. try this team Spiderman (anti air or expansion assist)/sentinel (ground assist)/doom AA. (Mr. phelps' team :karate: ). spiderman and doom AA assist is a pretty good combination. You can do a air combo into spiderman's super maximum spider, using doom's assist..

SuicidalGrandpa
07-19-2005, 07:09 AM
I'm a new. I don't know what an AA assist is. I'm going to go read up on a newb FAQ, but I dunno.

Ill E
07-19-2005, 09:47 AM
I'm a new. I don't know what an AA assist is. I'm going to go read up on a newb FAQ, but I dunno.

I typed what "AA assist" stands for in the beginning of my post..

here is the explanation again....it stands for "Anti-air assist". Like in street fighter 2, an anti air move in that game was the dragon punch. In marvel, when you call out an AA assist, they come out and do their Anti-air move, so it kind of protects you..

SuicidalGrandpa
07-19-2005, 01:44 PM
How do you call out these AA assists, or any assists for that matter.

Higher-Jin
07-19-2005, 02:46 PM
How do you call out these AA assists, or any assists for that matter.

Are you serious?

AA assists is "anti air assists" and you call out assists by pressing the assist buttons in the ps2 it should be the L1 and L2 buttons but you can check the change button configuration.

In dreamcast the assists are the two back buttons, again you can change them if you like with button configuration in option menu...it should be in the menu when you press start aswell.

SuicidalGrandpa
07-20-2005, 12:13 PM
Yeah I'm serious. I haven't played this game in 2-3 years, and I used to mash with everyone except Spidey. Sry about being a newb, if it offends you.

Also, is there any website or faq with info on how to call in assists, basic explinations of other things? I tried the links on page 1, but it said they didn't work. Oh well.

SuicidalGrandpa
07-20-2005, 04:00 PM
I've decided on my team:

1. Spidey
2. Dhalsim or Morrigan
3. Captain America

graffiti_sex
07-23-2005, 09:37 AM
well nows the best time to ask . .


I dont play 2d games, so have mercy. . and in a nutshell tell me how to triangle jump . .ala. that crazy shit Storm and Magneto do to rush the fuck outta someone.

Ill E
07-23-2005, 10:26 AM
I've decided on my team:

1. Spidey
2. Dhalsim or Morrigan
3. Captain America


spidey and morrigan/dhalsim are all gonna die quickly.. im just warning you... those 3 have some of the worst stamina in the entire game.. How about this team..

Guile AA/ Captain America AA/ Tron Bonne Projectile assist :tup:

guile is a good low-mid tier character, trons assist is really good (its glitched, so it does CRAZY damage,especially on assists).. and any combo that DHCs into captain america's final justice super does A LOT of damage.. Plus, captain america and tron have above average stamina.. :encore: :tup:

Guile's Bread & butter combo is basically ..anything that combos into sonic hurricane (qcf+2p) ..its the perfect super to start off DHC combos.. Guile works perfectly when u DHC to either tron or Captain america.. just do short,short XXsonic hurricane DHC to final justice (qcf+2p) for BIG damage or, if tron is after guile ,dhc to lunch rush (qcf+2p).. those combos do a LOT of damage. :tup:

Higher-Jin
07-23-2005, 12:28 PM
well nows the best time to ask . .


I dont play 2d games, so have mercy. . and in a nutshell tell me how to triangle jump . .ala. that crazy shit Storm and Magneto do to rush the fuck outta someone.

You should be able to find it in the magneto forum.

But simply put: super jump or normal jump and air dash down foward as soon as possible and then lk.

You should use the slide method to make it come out as fast as possible. The slide method is also used in the rom infinite. There's also the claw method if you want to use that but you can check the last rom thread in the magneto forum for that.

The slide method
after u superjump and do the two lk's on the way up,put the stick in a df position and put your index and middle fingers on the two punches, then slide your fingers down and let your index finger hit lk, but dont let the middle finger hit anything after the slide. This results in a quick airdash down/forward cancelled into the lk, which is the "hardest" part of the infinite. After u perform that part just press lk again to end ONE rep of the infinite. Takes a bit of practice but the easier method out of the two IMO.

For more on magneto just visit the forum and any specific newbie questions can go into the newbie thread.

http://www.shoryuken.com/forums/forumdisplay.php?f=128

SuicidalGrandpa
07-25-2005, 07:19 AM
spidey and morrigan/dhalsim are all gonna die quickly.. im just warning you... those 3 have some of the worst stamina in the entire game.. How about this team..

Guile AA/ Captain America AA/ Tron Bonne Projectile assist :tup:

guile is a good low-mid tier character, trons assist is really good (its glitched, so it does CRAZY damage,especially on assists).. and any combo that DHCs into captain america's final justice super does A LOT of damage.. Plus, captain america and tron have above average stamina.. :encore: :tup:

Guile's Bread & butter combo is basically ..anything that combos into sonic hurricane (qcf+2p) ..its the perfect super to start off DHC combos.. Guile works perfectly when u DHC to either tron or Captain america.. just do short,short XXsonic hurricane DHC to final justice (qcf+2p) for BIG damage or, if tron is after guile ,dhc to lunch rush (qcf+2p).. those combos do a LOT of damage. :tup:
I've actually found a better team. I was playing for a while and I seemed to do best with:

Captain America
Spiderman or sometimes Slayer
and I think her name was Akira or Sakura

I seemed to get the hang of this team well, and managed to beat my friend every time, except when he turned his handicap up full.

I'll be sticking with this team, but most likely finding someone better than Sakura to finish off the team. I thought about Cable, but then realized that everyone uses cable. I'll probably end up using Iron Man or War Machine.

ParryPerson.
07-25-2005, 08:25 AM
Wow, uh, that team sure is....different?


Anyway, this thread is great (dig the HigherJin moddage),

I've seen info on alot of MSP/MSS/Team Scrub stuff, but no posts on even basic Strider/Doom stuff, any takers?

ParryPerson.
07-25-2005, 10:18 AM
point of the trap: block damage.

step 1:
get them into blocking...how? orbs. how? however it needs to be done. this could be calling an assist while you call orbs, or bird xx orbs, or whatever...just get them to into block orbs.

step 2:
orbs are almost over. call doom. teleport to the other side. attack with chains to push them into doom for maximum damage.

step 3:
try to continue the trap by continuing to chain xx bird/dog xx orbs....OR back off and wait for another opportunity for step 1.

if during step 1 they pushblock, immediately teleport back to them and come down with a slash. don't let them off.

you can use the rings to keep them blocking until you teleport over them and come down with a slash.

also if you wanna be really lazy, more most people you can just call orbs just before they come down from a super jump and they will land into your orbs and have to block. (don't do it against sent cuz he'll just stomp you and not give a shit....not storm cuz she can lightning attack away)

but most importantly...DON'T WASTE METERS. you don't have much, so if you ever call orbs at the wrong time and they escape it by super jumping or pushblocking you away and you can't teleport fast enough back....you've just put yourself back a lot.

also be careful of getting too predictable against peepz like cyke or psylocke as assists....VC xx super = dead strider


This is a good post from the huge S/D thread, it doesn't go into the really deep stuff, but it gives you the basic game plan for the S/D trap.

SuicidalGrandpa
07-25-2005, 11:46 AM
I'm having some problems with Tutorials and my team.

I played today and noticed that all of my characters were squishy. They all pretty much died, and Sakura just got owned all the dame time. I read in a tutorial that to pull off a super with Cap Am all you have to do is qcf+2p. Well that doesn't work. Sure, he'll do his Charging Star, but not the super version. Is there any way to trigger a regular old super? I can't figure it out with the arcade version.

I need more help. I'm going to just start over with a new team, because I basically cannot win with the team I have, unless it's on xbox.

I have a big problem with Iro