Depends on situational purposes but what Radiant said is good. Say the person has a half life on point character but a full life assist. If you have the two bars, you can either wait and find a frame to kill the half life character or if the other person is playing smart defense counter hitting you with their assist, you can use that one bar and punish their assist to make them think about calling their assist out or not.
Another noob question,
Sentinels unblockable: Yea usually the computer can somehow block this. Why is that exactly?
Thx in advance.
I never care about that.
A Top Tier Perspective on Marvel
I was playing Marvel a bit today and was just running through different teams when I started thinking about team structure again. I was thinking about a lot of the different teams that we all play and remembered that ‘top tier’ is not excluded to specific characters only, but also the combination of specific characters.
Most of the top tier team chemistry that I am aware of involve the following:
p1 - builds meter rather quickly or does not require meter; a battery character
p2 - uses meter very well and deadly w/ it
p3 - aids p1 in building meter, and p2 in using meter (and, if necessary, building more meter)
p1 - does good damage; a good fighter, h2h character (usually w/ less than avg stamina)
p2 - a solid 2nd that aids p1 in some capacity of assist, powerful DHC (usually w/ above avg stamina)
p3 - a character w/ some sort of applicable anti-air assist (the quicker, the better…instant results)
I noticed that there are some ground-breaking and not so ground-breaking exceptions to constructing teams in these two fashions:
-
you have a character that has a very useful Alpha-Counter (is that what we call it in Marvel?) that would allow them to take 1st spot safely given meter or no meter…this allows them to sub 3rd and also play 1st for a team revolution of sorts (e.g., Cable-aa w/ or w/o meter given the situation, Cyclops-aa w/ or w/o meter given the situation)
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you have teams that do not obviously follow the above examples but mesh well together utilizing DHCs that link, provide safety, and can usually make good use of each others’ assists
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there are teams such as Vidkill that utilize a 1-hit kill THC or DualHC (2 meters)
etc…
What further sets some teams apart from others is the number of revolutions they can undergo and still maintain the frame of one of the aforementioned structures. Most teams are good for only 1 DHC, then the player is warped and is put in a last-leg situation, scrambling to reconstruct their team structure. Then there are those teams that don’t give a fuck about how they are arranged, but are balanced in all facets.
So, pretty much, top tier is not limited to your character choice in Marvel, but also spreads to your team chemistry. Redundant, but I thought it was interesting enough to post.
Hmmm, so in what you’re saying do you think “team Sacrilege” and “Team Red Alert” have what it takes to be top-tier teams? Or at least mid-tier?
p1 - does good damage; a good fighter, h2h character (usually w/ less than avg stamina), controls area - Ruby
p2 - a solid 2nd that aids p1 in some capacity of assist, powerful DHC (usually w/ above avg stamina) - (except for the last part) - Akuma
p3 - a character w/ some sort of applicable anti-air assist (the quicker, the better…instant results) - Morrigan
Ruby can do good damage, builds meter like crazy with jumping RK, sublimination. Akuma can lead to pressure and combos with Expansion assist as well as all supers being applicable for DHC. Morrigan is set as AAA and is rush-down character, to boot. It sounds good on paper, but…
Tech, that depends on how you learn to play your characters (e.g., recognizing where your holes are and playing as such, molding your not-so-apparent team into that cast you applied to it).
edit: Personally, I think Ruby is average at fighting and does a much better job at building meter. I think Akuma is above average at fighting and makes excellent use of meter (especially on hit confirm). Morrigan is an above average fighter w/ a decent anti-air. When you DHC or switch to Akuma or what have you, your team changes, btw.
edit: You should get Instant Messenger.
I almost forgot to ask the question that made me post that above post to begin with:
Strider is not just about traps, although he naturally lends himself to so given his Ouroborus, warps, projectiles, speed, double jump, and such. He can also fight and maintain the momentum of an offensive character. So, then, given the structures I mentioned, why isn’t Strider-?/Doom-B/Cable-B or Strider-?/Doom-B/Cyclops-B viable teams? I remember someone mentioning how Strider and Cable didn’t belong together b/c they both used meter, but that is directed towards Strider/Cable/?. Or would most players agree that it is? Also, I’m picturing this team being played smartly w/ thought-out plans of attack, defensive maneuvers, and such.
EDIT: Strider/Doom/anti-air IS a viable team. It just requires you to really be on point with your Strider (no pun intended).
I’m not sure what you mean.
Which do you use?
Who the fuck plays like that in Marvel? Jump around, spam AA assist is all you need.
Just kidding; I think a team like that might work, but a problem I see is keeping meter for Cable. Strider will be using it for Ouroboros, and if push comes to shove Doom would need for combos and chip.
I’m thinking of the Deth-Scyanyde kind of Doom. Not the sj, shoot Photons all day kind of Doom.
edit: And the sort of Strider who builds meter during his reps like his name is Yun.
I use Trillion for multi-messengers, btw.
I like the agressive Doom I saw in the low-tier match when Joker went against that unknown player. Used a surprising amount of fistcuffs.
I’m not sure, but hasn’t someone developed a Damage Chart before for all MvC2 characters? Showing how much damage each normal does at least? If not, I think I will compose one.
EDIT: Pretty bad-ass, Magnetro and/or Joo.
http://zachd.com/magnetro/if/normalsdamage.html
Guess I could do one for Specials and Hyper Combos then.
I was wondering what arcade stick most people use to practice marvel? I just recently bought a Tekken 5 Ultimate stick, but I have problems executing certain things like magneto’s bhc+hk to qcf+kk, and sometimes magneto does a kick before the orb thing flys out. And do most marvel players play with a balltop or battop? It’s hard to do circular motion with this stick because its like a square on the inside when i move the joystick around. And I’ve been practicing on the ps2 version, but I have a DC also. Does it matter which one I practice on? I’m a scrub right now, but I wanna practice and get better.
Yep, look up Kao’s MvC2 FAQ, he has all the normal damage data and then some.
i’ll put up any complete data tables you can come up with. i dont really care what they’re about.
I’ve got a T5 joystick also, although it’s modded with a new Sanwa joystick and Sanwa buttons.
I was trying to work on Ironman’s inf tonight and work with setups, but I just can’t seem to do it. I mean, I can do the inf decently with just the scrubby way. Jump-in u+hk, then inf. Most I’ve been able to do consecutively is 16-hits. I dunno if I’m mis-timing something or not doing something fast enough to where I can just continously do it. My opponent just ends up getting too low and I lose the juggle. That’s what happens most of the time.
But getting back to setups for his inf, something like launcher, sj. hp, addf, lp, u+hp, then inf. I just can’t get sj. hp into addf. I saw the vids of Combofiend in Evo West this past weekend, and in one of them, he did something like s. lk, s. hk(launcher), sj. hp, addf, lp, u+hp, then inf. At least I think that’s what he did if I’m seeing it right.
[media=youtube]hMoGFI2tmQs[/media] <---- Around 2:45 is when it happens.
It seems like he cancels the sj. hp into addf so unbelieveably fast. I have no idea how he does it so quick. Like, he barely leaves the ground and does sj. hp, addf. It’s crazy. I’m just tryin to figure out how to do it input wise like that. Trying to do this on a Sanwa though seems really hard for me. So do I have to sort of double tap u/f? Once for the sj, then another for u/f+hp, then d/f 2 punches for addf, lp, u+hp inf. Sigh Back to practice…:looney:
You are trying to cancel the Neutral fierce into the DF/AD…so as soon as the FP hits, you should be pushing dash simultaneously. There are many variations to this setup for different characters. Try neutral FP, AD/DF lk, lk, UP+FP inf.
Also, if they are getting to low, try to change the timing on the inf abit. If you do it slightly to fast, they will get higher, if you pause slightly before the up+FP they fall a little bit. Remember to do the first lp as soon as you leave the ground from the jump.
And…check the iron man threads :S
as far as what sticks marvel community uses its overwhelmingly Happ p360’s. I don’t personally, but top players can’t be wrong.
You’ll wanna get an octagonal gate for Sanwa, or if you’re feeling adventurous, rig up a circular gate. Jap sticks are perfect for the game once you get the proper spring tension and gate setup you like.
D_V_D
launch, up+hp, airdash down lp, up+hp, inf
is the preffered setup for IM imo…and launch, down+hp, airdash down lk, lk, up+hp if you hit while they are just above the ground
though the neutral hp, airdash down, lp, lp, up+hp is good to know incase you mess up the direction of the hp. I’ve gotten other direction+hp instead of the one I wanted enough times, but have been able to save it by knowing the timing/commands for the other 2 setups…
yes, and check IM threads
Wow. Crizzle must have been out of it. Quite a few screw-ups and he just didn’t have his shit together like Combofiend. I hadn’t seen this one. Nice. GL w/ ur IM, Doom_Virus_Dragon. Just takes some time in the training room and timing–and there is plenty of info at your disposal, so you’ll get it. After that, you’ll be freestyling it in-match given the chance.
Thx for all your help guys. Much appreciated.
I will say that today I’ve made a little progress. It is getting better. Although, one thing I noticed is that after launcher, it SEEMS like the total opposite. Like, I don’t need to rush the sj. hp. I dunno. It’s sort of like Strider’s inf against Sentinel that I picked up on. You don’t need to rush the beginning of the sequence after the initial first combo after j.hk.
And that’s one thing I was noticing. I think I got it in my head that I have to do it crazy fast, when in reality, I don’t need to rush it so lightning fast. It’s just gonna mess me up. Don’t get me wrong, I’m not sayin that I’m doing it ultra slow either, but I hope you get what I mean.
Right now, I’m trying to do beats’ suggestion. So I’m doing s.lk, s.hk (launcher), up+hp, addf lp, up+hp, inf. For some weird reason, I keep tapping lp twice after the airdash and it messes me up. Cuz I know I’ve been able to do the sequence at least a few times, but end up screwing up after the addf. Just have to keep workin on it.
But again, thx for the help guys.