Marvel 101 (MvC2 ---> Newbies)

I just know when I get unfly and…iunno…just remember it.

u can assume u have unfly until u realize that you can’t block and u fall down into a rape session.

and to the above, i seen ppl play storm/cable/capcom before but i dont know of any name

just know that you have it. be aware when you get it… and know how many times you unfly. when you unfly the fourth time, be prepared to no longer have it. there’s always unfly extension with that stupid lk, hp b/s too.

Is it possible to do ROM on the Ps2 version of Marvel(Is it harder)

What about Unlying andFastflying with Sent?

^ yeah and no its not harder

Hello, I’ve been playing MvC2 for a long time but only just started reading about all the in depth stuff about it and combos etc. I have the PS2 version and I decided to try and learn the combos etc of team MSS as I figured even if I’m too much of a newb to be good using it team wise it would be good practice for each of those characters individually (especially seeing as you seem to need at least one of them in any top team)

So far I suck on Magneto & Storm but I’ve found Sentinel quiet easy, often I get killed on Magneto & Storm while trying to get one of their combos to work and end up with Sentinel vs 3. However I then proceed to kill all 3 opponents just with Sentinel.

Btw when I say I suck on storm, I can stay at the top of the screen and do the vertical typhoon move over and over I just can’t seem to do any combos even though from what I understand she has the full magic series (could be wrong on that correct me if I am)

For Magneto I’ve been reading combos from the various guides on gamefaqs, however the problem I have is that I can get parts of them to work but not the whole chain.
For example most of them start off with j.hk V c.lk c.hp, but whenever I try and do this the first two hit but the c.hp is too far away and misses, also this is in training mode only being at the right distance for the j.hk in an actual match seems hard to do.
After the launch, I sj.lp sj.lk sj.lp sj.lk at which point I’m trying to do hyper grav XX MT, but I either do a kick or wave knockdown when trying to get the grav or they’ve fallen back to the ground and the grav shoots downward. I’ve so far only managed to get hyper grav XX MT to work once (by work I mean the way I see in expert videos) and that time I missed the combo before it. I understand a lot of what I’m saying might just be down to practice, so sorry if it isn’t something that can be helped.
Another Magneto problem I’m having is tri-jumping, I’m attempting to do the end part of another combo I read on gamefaqs which I believe is also part of a setup for an infinite…
It starts c.lk c.hk hyper grav c.hp sj.hk addf lk lk, what I don’t understand with this is when I air dash down forward and do 2 light kicks their already on the ground and from seeing this done in videos their supposed to still be in the air and another kick (hk?) launches them back up for you to re do the air hk. I may be totally confused with two seperate issues here could anyone please clarify.

None of team MSS were my favourite characters prior to reading about how essential some of them are but it seems a lot of my favourites were too low tier.
I like, Akuma, Felicia, Morrigan, Blackheart, Tron (though I consider using her kind of cheap as I only ever used that drill dash move), War Machine. Do any of those have any buisness in a Sentinel team?

Sorry for the really long post! Any Advice/comments appreciated. (any team suggestions please include assist type)

Newb2007: if you need something to get you going being better with Magneto, just watch Magnetro’s vid on youtube or on here in the Magneto threads, as for Storm just watch a couple of matches with Justin, Yipes, or Sanford… and it seems like you are doing fine with Sent if you can beat 3 characters easy…unless you are playing beginners also…

about the part with j.hk V c.lk c.hp, and the launch missing, that’s because of the tri jump, you may have to either dash after the j.hk or tri-jump closer, like before, Magnetro’s vid explains this

hypergrav XX MT is about practice not much there

c.lk c.hk … addf lk lk about them being on the ground, only thing I can think of is that either before you hit them with c.lk c.hk you added a couple hits before that thus when you sj. hk it causes flying screen or something of that nature, or you are just not catching them with the addf lk…

I got a bit better with Magneto.

I’m also playing Sentinel-A, Strider-A, Dr Doom-B and got (vs the computer) my first two perfects.

What assist type is best for Strider?
Is there a team name for Sentinel/Strider/Dr Doom?
What other teams options are there for Sentinel on point with Dr Doom?

I find that I’m able to play most of it without even using Strider are any of his assists good for when your fly-stomping with Sentinel?
Although it works well DHC’ing from HSF into Striders satelites (forget name - Oroubors?) with Dooms assist coming in too I feel that I neglect Sentinels flying game too much without a fast ground attack on the other assist.

That team is known as clockw0rk. Check out the strider forums, shoultzula and a whole bunch of others definitely give some massive input on how that team is played. Sentinel-A with that team sounds a little difficult provided that drones (from a basic viewpoint) give strider good cover, chip damage, and some crossup setups. Don’t neglect Sentinel’s flying game. It’s good for crossups as well with Doom’s assist.

Okay, I don’t even know if I’m doing this right, but damn I’ve just come to the realization that Marvel is a hella dope game. I want to be able to play this casually like at the arcades and shit but I’m like “Huh wtf is going on? Where is my short short short super?”

Anyways All I know is that I want to play Gambit. Gambit need battery. Is Blackheart a good battery? If so is Bh, Gambit, Mags a good team? Is this even the right place to fucking post this?

gambit’s an ok battery by himself. how about storm or mag?

Sorry for the dumb question, but I’m a newbie to Marvel, but just wondering, how is the ROM not a “true” infinite? You said something about the character spinning out at around 50 hits, so does this mean that the ROM can only do up to 50ish hits before it stops working?

yes it dizzies.
other infinites require meter…which eventually runs out so really not an infinite
anakaris’ curse infinite has been considered a true infinite, but seeing as how there always possibility for the opponent moving it isn’t a true infinite.
only true infinites involve special moves.

Yea, technically its not, most of the “infinites” seen in matches (ROM, Storms inf on sent, IM nj infinite) can only be done for about 50ish hits, at around that number the enemy will spin out automatically ending the combo, the during the dizzy/spinning animation they’re completely unhittable until they wakeup then its like clockwork.

here

i believe the key point is that if a “infinite” uses normal attacks (lp,j.hk,c.mp, etc) then its actually finite and will end when the normal attack counter hits that triggers that initiates the dizzy/spin out

Hulks infinite is a true infinite because he juggles with a special move i believe and anakaris’s curse could be considered one so long as you can catch the enemy

edit:ah good show beats.

I forgot exactly, but Mixah was telling me about moves the juggle or not which makes true infinites possible.

Like magneto’s slide infinite can go on for a really long time, supposedly because of moves the don’t juggle but technically knockdown…(the cr.hk)

or cammy’s infinite goes for a long time, but maybe it does dizzy just after a LOT of hits? hummm

Ahh ok, that’s good to know. I always thought that Marvel was highly focused around infinites, but I guess I was wrong, since most of the useful “infinites” aren’t true infinites, and from what I have read, they do dick for damage around 20ish hits, so people usually end them with high hit number supers to do lots of damage much faster and reset. I have a LOT to learn about Marvel and how it works :sweat:

goes off to read more info about Marvel on this forum

Infinites are still very important. If you can learn infinites for all your characters, that would be best. It’s all always good to be at an advantage>Building meter, doing the damage (even after the damage scaling it’s usually worth it), having the options of reset and/or super and/or snapout etc…Basically you’re in control, and can perhaps setup other things to help you win like positioning and whatnot.

hello all,

i having trouble trying to figure out how to put a team together, such as the order they should go in, which characters i should pick, what assists i should use. Not sure if it varies depending on whom your fighting , if so can you list some examples

the characters i want to use are

Sent
Cable
Cyclops
Storm

its hard for me to figure out since to me it seems like any 3 can make a good team
is there a best team with the characters i listed ?

thx for any help

the top4, Storm, Sent, Magneto, and Cable are all good for 1st or 2nd. Change according to your team…

Characters that are great assists, like Cyclop, are good for 3rd…or possibly 2nd even, depending, if you have another good assist.

Cable/Sent/Cyc is good for example

Cable/Storm/Cyc is a possibility, but storm is great at building meter, which cable is great at using…Sooooo Storm/Cable/Cyc is a much better format

Storm/Sent/Cyc is good…matrix. you have drones and cyc backing you up. and DHC of doom (LS DHC HSF) But Sent/Storm/Cyc isn’t too bad…though drones are possibly better than storm’s typhoon. but it really depends on what you want.

hope that helps

characters that are better on point should be 1st/2nd, characters that aren’t as good on point but greats assists, especially anti-airs should be 3rd usually.

If you have someone who builds meter well and someone who uses it a lot (mainly Cable) put the builder b4 the user. keep useful/damaging/safe DHC’s in mind also. You want to have ways to get to 2nd without random tagging.

Hey, got a question for you MvC2 guru’s, so here it is…

I’m just curious, “if” Strider had kept his longer lasting Orbs+damage+stamina from MvC1 and with his newly improved much better teleport and animals, would he be placed higher in the 2nd Tier Ranking? Or would he still be standing at the lower end of it?

I was always curious because of this, since one of Striders few flaws in MvC2 was obviously that he needs Doom, but that he had poor lifebar, while his MvC1 counterpart did far significant more damage then his MvC2 counterpart did.

Yes, I’m just curious that’s all, so hopefully nobody flames me for this, I was just thinking about it, and imo, I feel that if he had those qualities he would be pushed higher in the 2nd Ranking.

However I want to hear it from people who know MvC2 more than I do, which is why I’m really asking.

Thanks in Advance :slight_smile: