This guide is designed to help you get good at marvel at a competetive level.A lot of players who got into the scene late complain that it’s too late for them to learn.Marvel is hard to these people because they don’t know the subtle happenings of how ppl get outsmarted(rule #1 of marvel,this game isn’t random).this guide hopefully will correct that and enlighten you to how the game works. this game rewards fast thinking,placing your opponent in situations he won’t like and moreso great execution. I will break down the big 4. assists.team overviews and counter teaming.making comebacks and a slew of other things. 1st I will break down some terms and techniques:
Beginner level:
Air Dashing/Triangle Jumps/Feinting: This is critical to learn if you want to learn Magneto or Storm for it helps their rushdown game so much. To execute this hit one of the directions(preferbly in the direction you want to go) and hit both punches. He/She will dash in that Desired direction. Practice going up,down,back and foward. To Triangle Jump and Feint. You’re going to hit Df, or Db with your air dash. To Triangle Jump always mean to attack. you want to make sure connect with your desired tri jump attack or you’re just wasting movement. To Feint by going db is often to just either build meter,or a stalling techinque all the while calling a foward moving assist to protect you(like sentinel-y)
Wave dashing: Wavedashing is pretty easy.Just hit down and 2 punches during a dash. this is especially good to use and Cable/Sentinel/Cyclops/Capcom and doom have especially good wavedashes.
Snapbacks(sb) and double snapbacks(dsb): Snapbacks are without question the biggest momentum gainers and killers in this game. The match is rolling just fine then BAM you get snapped out.now all of a sudden you’re playing with a character you don’t want in. Plus you have a character on your ass and if you don’t get him out soon(and safely)your character WILL be dead and your team will be left with a huge hole that takes skill to get out of. Double snapbacks are exactly what the name implies, both characters getting hit with a snapback. but this is much worse than a normal snapback. because not only are you forced to lose the character you want in. you also lost the assist you called during the Dsb plus a guard break on the next character.For what happens is that during a dsb the point character just merely gets warped off the screen. the assist however hits the ground 1st and is still active. thus allowing you to get freebies.this is usually the result of poor assist calling(usually forced by being under pressure). example here at 8:51:
[media=youtube]4igNUCQfUvM[/media]
Guardbreak(GB): This also a self explanitory term. but I will explain why this works. During normal jump you’re given one action per jump. So if you choose to attack then thats all you’re allowed to do.So during a inbound moment(character just died or got snapbacked) you’re in normal jump status.So anytime you you’re able to time you attack during a GB then time it and space it enough for the block to start AND end and then reattack with something else can cause a GB. cable’s GB is the most (im)famous example of a GB. luckily you can protect yourself from this. by either:
A.Attacking,this can possibly override your opponents gb attempt
B.Pushing off:useful occasionally,but IMO i totally don’t recommend this because you’re in the air longer than you want to be.
at :35 this is a good example of a GB:
[media=youtube]4igNUCQfUvM[/media]
Trapping:This is the art of keeping your opponent in blockstun longer than he wants to at the same time keeping them away.Chipping them slowly, and just annoying your opponent.This is mostly prevelent with Cable and a foward moving assist and Sometimes Sentinel with a foward moving assist.A good trapping techinque involves in order:
A:you gettting put into block stun
B:and assist being called and chipping you
C: you covering the assist
this is a good example of what I mean:
[media=youtube]BgQrGjXflfI[/media]
Reset: this is what makes Magneto and Storm deadly. A reset is basically cutting off a combo already in progress then quickly moving in at another position to restart the combo. this can come from any of the 8 directions. and the best magnetos and Storms can use a huge variety of mixups, all leading to more mixups.
example of resets being used to the fullest:
[media=youtube]_CjGr5uaDik[/media]
End part one