First and foremost, I meant “OG” as in “Original Gamer”. LOLZ! Anyway, I love Marvel2, loved it since it came out on the DC. I still play it to this day. That being said, there is just SO MUCH I don’t know about this game. Maybe you guys can help.
I have noticed a lot of online players use OTG’s (Off The Ground). The most notorious example I have seen of this is Jill. Virtually ALL Jill players do this: Knock opponent down with slide, and proceed to attack opponent while on the ground, launch, air combo into hyper. Rinse. Repeat.
I have lost many a match to this. Before online I had no idea OTG’s were that important. I would like to get better at this game by learning to pull off OTG’s and also being able to defend against them.
Do you guys have examples of effective OTG’s by other characters? Any help will be greatly appreciated. Peace, Yo!
Roll v. Tech Roll is a big meta-game because there is always going to be a critical point in a match where you/they roll when they shouldn’t or fail to tech when they should. It can be really dangerous to roll versus Magneto or Storm, because you create an ambiguous mixup for them.
The importance of this roll/tech roll mindgame is why it’s important to know your OTGs, because in a lot of cases you effectively guess whether or not to anticipate a roll and dash/backdash to where they will be coming out of the roll to create a mixup. Once you’ve established that as a threat, you may be able to get them to think twice about rolling. The real bottom line though is that if you create great pressure at a fast rate, eventually they’ll fail to roll.
Maybe someone else will want to talk about unrollable OTGs, which is what you’ll see working most in high level play.
I’m a charlie player so i love his kick throw for the OTG(juggle?). There have been plenty of instances where i’m chasing down pesky iceman & cable players, once i finally get them in the corner, i go for the throw + launch to air-combo. Contributed much to my win as well as countering their runaway cheese.
Good damage, even more so if i’m good enough to get another throw right afterwards for another combo.
Also juggernaut in the corner! Neat mindgames there for those not expecting it. If i’m starting to get beat down i’ll “retreat” into the corner, if the other player is feeling confident they’ve the upper hand, they might get more aggressive and follow close enough…Grab! Nice air combo and or headcrush after.