This thread arose out of a discussion on IRC about random happenings in MvC2. Should be interesting as the MvC2 engine is ridiculously complex and with a good 40 characters that most people forgot were in the game, we all could probably learn something.
Here we go:
–Rogue has an (almost) irreversible kiss setup. On an average weight character, low fierce, jab strong fierce xx d+rh to the other side (which whiffs). As they’re standing up, kiss. Nothing other than tag out can stop this and you only have a frame or two to tag. In practical play, even against people who knew it was coming, this is almost completely guaranteed as the tagout is hard.
(the why behind this) This works because in Marvel there is no such thing as a true reversal. Different things can act almost as a reversal depending on the circumstance. Tag out and jump straight up are the closest thing, but they don’t work in some situations. You can jump straight up away from Magneto’s late meaty slide, but cannot tag away from it. Whereas you can tag away from Rogue’s kiss setup as above, but cannot jump straight up away from it. Fly sometimes will have the same properties as jump straight up and sometimes won’t. Regardless, there is no wakeup DP in the Marvel engine.
–Silver Samurai cannot be thrown while crouching. Doesn’t even have to be a defensive crouch.
(the why behind this) Your guess is as good as mine. Dasrik showed me this one and I’m still not exactly sure why this works.
–Ryu/Dhalsim have a combo that can occasionally break the game. With Ryu, launch (call Dhalsim-Y), sj fierce xx fierce hadoken xx shinkuu hadoken. Aside from doing a buttload (technical term) of damage (especially to Doom), this combo causes problems occasionally. Most of the time it’ll work normally. About 5% of the time, the fireball will cause FS and will send them flying away, but you’ll be charged for the meter anyways. About 2% of the time you’ll get the combo off and while you’re mashing, Ryu will disappear off screen (the screen bounces during this combo) which will occasionally end your super early. This can cost you 15 points of damage or more, which is why I don’t mash this super. SUPER rarely (2 times IIRC), this combo will cause a glitch similar to other Marvel glitches. The fireball will cause FS and send the character flying away. But a giant blue line will go across the screen anyways. Ryu dashes back in as normal. The beam is active for a couple seconds and then is just stuck there graphically but inactive for the rest of the round. I cannot reproduce this on command, but enough people saw it the first time that I did this (actually at Nickel in tournament, years ago) that it is confirmed.
The real fun thing about this combo though. You cannot DHC out of it. This makes this one of the very very few non throw supers that cannot be DHCd out of.
(the why behind this) For the glitch part, especially the graphical glitch part, I have no idea. I can’t reproduce it on command, like I said, so I don’t understand it. It may be somehow related to an A2 glitch. Who knows.
The real interesting part though is the no DHC. You can’t DHC out of it because the shinkuu hadoken part of this is happening during flying screen. And you cannot DHC during FS. Hell, you can’t even really do a super during FS, so this is almost completely useless knowledge, but there you have it.
–Shuma Gorath has a completely inescapable Chaos Dimension setup. After a character dies in the corner, activate CD, call Psylocke and normal jump and hit fierce. No matter what you do (pushblock, take the hit, block, mash) you eat it.
(the why behind this) Chaos Dimension is not a throw, it’s an unblockable hit. This means that you will be snatched cleanly out of blockstun. I used to play Storm/Shuma/Doom as a humiliation team. Build 5 meters, land a hit with Storm, super, dhc to Shuma, drop Doom, CD. Almost totally free.
–The last hit of Juggernaut’s headcrush does not scale.
(the why behind this) Hey, Juggernaut needs all the advantages he can get. For the record, the last hit on Hulk’s Gamma Crush, and the last hit on Final Justice are also very resistant to scaling although Juggernaut seems to be alone in the no scaling under any circumstance rule. Also Sentinel’s rocket punch is remarkably scale resistant although it will scale eventually. There is no other real WHY behind this, the scaling system just doesn’t work right.
–Anakaris is the only character who can continue chaining off of a normal overhead (axe kick).
(the why behind this) OK, at least we can see where Capcom is going with this. This sounds really broken. Of course, other characters can chain after overheads also, they just call them triangle jumps and they tend to be top tier. Capcom apparently missed out on XSF and thought that this gem was part of the reason Anakaris should take an assload of damage.
–You can block after normal jump short with Spiderman, breaking the rules on actions you can do in a normal jump.
(the why behind this) Who knows. Capcom’s “rules” on normal jumping have a whole lot of exceptions. Characters with teleports shred the rules on a regular basis. Dhalsim can spend the entire match at the top of the screen in normal jump as teleport resets his airdash and actions count. So you can teleport, dash up, drill (call an assist if you want), teleport again, etc. A good way to make a Cable/Cyclops player cry.
Also on Warganic’s old “every infinite in the game” site, there was a video with a Shuma infinite that was jab forward jab up+fierce (similar to Iron Man). I called bullshit on this since it broke “the rules” and was never able to reproduce it. However, looking at all the exceptions to the normal jump rule that have been found, who knows, it may have been legit after all.
More as I think of them.
–Jay Snyder
Viscant@aol.com