Almost completely useless Marvel facts

I try keeping them on the useful side : )
hmmm, maybe checking with a characted that has super armor or metal Zangief would help even though he can’t block anyway, he still won’t get knocked down.

tru that

Meh, I can’t get it. I don’t know what excatly you have to do either. Maybe there is just a few frames in his dash that cause be sj cancelled. Or just some other trick or whatever.

I did find out however that after his HoD super, he can make it to where it won’t cause flyscreen and he would be completly safe agianst a Cable with meter. Although I’m really not sure how I did it, it seems doable by just mashing (which is how I got it 2 or so times)

D. sakura’s beam super will OTG. in fact, you can air combo, kick throw, land, OTG beam super…as long as they dont roll.

IM, WM, Storm FP throw will do damage to an assist if they’re standing right next to the opponent being thrown.

…with gief: tap F, F, tap down, tap F, F = wave dash…bwahahahaha!

Ski is right. When I first found out that Blackheart could be hit back, I tried really hard to master the SJ out. I never did…best I could get was like 1 in 3 or 1 in 4. What I would always do would be, mash down and then straight up and then when the super came, hold back.
What’s REALLY dangerous with Blackheart (yet I see people doing it to this day) is ending your air combos. Any time Blackheart ends an air combo with forward and has to forced dash, he can be hit low and can’t even SJ cancel into block. I don’t know if people don’t know about this or just aren’t paying attention or something, but every major character can get their biggest combo or infinite or whatever off this free low hit.

Doom low sweep is really easy to time against someone jumping in. In fact, that’s the way I “discovered” it (I’m sure other people beat me to it, but that’s how I first found it). I just thought that the game didn’t recognize trip guard for the move and didn’t even think that the whole thing is unblockable. It’s pretty useless now since no character jumps up and doesn’t hit a button, but Cable used to jump back and block sometimes in the old days. Call Commando while sweeping, cancel sweep to fly and free super.
Anyways, the reason sweep is unblockable is the same reason there are all the other unblockables in Marvel. The game doesn’t recognize it as an attack and thus won’t let you go into blockstun. If there’s something else on screen (like an active assist), you can block it all you want. This has been a problem in Capcom games since Alpha 2. Much like “unblockable fireball” in SNK games, Capcom must either think it’s inconsequential or fixing it would require a complete and total overhaul of the mechanics of blocking. But unblockables have been around in Capcom games for literally 10 years now. If Capcom ever releases another non SF3 style fighting game, I guarantee something will be unblockable along the same mechanics.

–Jay Snyder
Viscant@aol.com

“Almost completely useless Marvel facts”

…SRK’s Mvc2 Forum…LMAO:rofl:

I remember that Charlotte tourney because I was there taping the whole damn thing. It was Eric V. from Fairfax, VA who you are referring to. He used Cable/BH/Sent on more than a few occasions.

A little something many people already know about, I guess I’ll go over the why:

A quick start Magneto crouching short short into psylocke will not hit a crouching Strider. There are lots of factors that contribute to this:

  1. Although Magneto gets his first short out as quickly as possible, quickstart requires him to hold the button down. This causes anyone to have a slight delay in between the first and second hit when he presses short for the second attack. There is less delay when he decides to just mash short.
  2. Strider is a midget
  3. Strider’s hit animation while he’s crouching has him lean back like he’s limbo-ing , giving him a little extra distance.

A little something many people already know about, I guess I’ll go over the why:

A quick start Magneto crouching short short into psylocke will not hit a crouching Strider. There are lots of factors that contribute to this:

  1. Although Magneto gets his first short out as quickly as possible, quickstart requires him to hold the button down. This causes anyone to have a slight delay in between the first and second hit when he presses short for the second attack. There is less delay when he decides to just mash short.
  2. Strider is a midget
  3. Strider’s hit animation while he’s crouching has him lean back like he’s limbo-ing , giving him a little extra distance.

Here’s something I’ve known for a while. Shuma Gorath’s Y assist (Mystic Stare) does Tron-like damage on opposing assist characters. I figured this out a few years ago when playing as a combination of Jill/Shuma. I would punish my friend’s Psy assist with l. short, l. short + Shuma. I remember the damage being insane.

add iceman to that, he also can’t wavedash…and i still don’t understand why he doesn’t have a dash in the air

Iceman CAN wavedash, it’s done different, but he has a wavedash.

suki-cancel

  • Any df launcher move that is mapped to a mp animation will do more damage than a fierce or roundhouse (with some exceptions such as cyke, amingo, zangief, spiderman, doom, sakura, shuma) Ex.: Commando’s df+hp launcher (this is also the reason why Tron’s y-assist does a shitload of damage)

  • Gambit, Morrigan, Wolverine Metal, Strider, Commando’s etc have been copy pasted from MvC1, hence their sprites are smaller (look at Gambit’s 2k super, it doesnt go all the way up the screen or Captain’s Corridor, yet the hitbox goes all the way up)

  • Storm’s hail will miss when the character is off the top of the screen.

  • Servbot is the only character where the assist type will change his qcf+2p Super and Team Combo Super.

  • Spiral’s Metamorphosis-X super has Sentinel’s original j.rh from X-Men COTA.

  • Zangief can wavedash, it’s [f,f,d] .

  • Doom’s snapback animation was originally his s.rh in the beta version.

  • Sonson’s df+fp and Ruby’s df+rh launchers have exclusive animations.

  • Jill is the only character that can have 4 assists on the screen at once.

  • Magneto doesn’t have a df+hp launcher although his s.mp is one.

  • Psylocke’s dash goes under projectiles like sonic boom and her c.fp is invincible during some frames.

  • Storm’s snapback hits low even though it’s her s.fp.

  • Doom’s Electric Cage super absorbs projectiles.

Sentinel’s Hard Drive( the air super) will not hit another sentinel in flight mode if they are on even plains.

if the Sentinel doing the super is slightly above the other or slightly below then edges will tough him and he will be hit.

it happenned in a match were by mistake i did the super instead of rp in the face of a flying sentinel and it did nothing. We were like “WTF”

now that is some almost completely useless fact!!

iceman wave dash is done

pp, d, pp, d… u can’t do the d/f version

eidrian, you sure about some of that?
gief wave dashing?
what do you mean about jill’s assist?
and magneto, and anybody else who does c.hp for their launcher doesn’t have a d/f hp launcher… but i see what u mean about the s.mp

gouki - u sure?

some stuff:
storm guile, standing next to each other… storm does c.hk, guile does sonic boom, they miss each other.
tag in sentinel, and u can walk through him since he’s in jump mode when u tag in.

Edited. just tested, i assumed before that it wouldn’t hit any character in flight mode, but it only happens sentinel vs sentinel.

I think he meant jill’s personall assist.

flame zombie, zombie, dog, and bird…

um…ruby’s fp anchor grab will not ground an opponent. low attacks like sweep will pass right through with most characters.

Oh yeah, Chun-Li’s Kikou-Sho super can nulify certain beam supers like Ryu’s Shinkuu Hadoken and even Storm’s Hail Storm making her completely safe.

Iron Man’s standing FP nulifies Cable’s grenade.

Omega Red can do this, too. He can also cancel his air dash by holding back.

Venom’s dash is ridiculously low to the ground. He can duck under things like WM low Shoulder Cannon and Sentinel low fierce during dash/washdash.

A few of fun Doom tricks:

  • When jumping on screen from a snapback/dead character, Doom can escape certain guaranteed chiping situations (Proton Cannon misses completely, I think Mega Optic Blast too) by coming in with dive XX fly. His hit box cuts off a part of his legs, like with jumping Cable.

  • Photon super is unblockable if the opponent is not already in a blocking state prior to doing the super. Easy ways to use this would be crossup dash XX super and also tigerknee super. The instant super is actually common knowledge but for whatever reason, besides myself and like one other player, I’ve seen no one really use it in this fashion.

  • A good way to setup unrollable Photons is to do counter Rocks XX super, then dash into otg.