Marvel 101 (MvC2 ---> Newbies)

A lot of people tell me they don’t play MvC2 because:

  1. it is broken b/c of infinites…
  2. they don’t know how to play

I don’t think 1) is the problem, because getting hit with an infinite meant that you first got hit which is your own problem.

  1. is something that can be dealt with.

I’m running a little project for players who don’t play videogames often, but still want to know how to play competitively (oxymoron?). I understand though. Given today’s community of gamers, stuff can range from Brawl, 3s, Tekken, MvC2, KOF, GG, Basara X, you name it. How are we supposed to be able to keep up with all this? First off, you don’t have to. Obviously though, you want to. So, given you have good execution, you have a good feel for fighting rhythm (when to attack, when and how to block, when to throw/tech throw, how to move well) all you need to know are your tools and options for freestyling.

I am first going to deal with MvC2. This is the general thread, so here I will point out general game knowledge.

Follow me alongside Kao Megura’s FAQ (very respectable, as I have read) which you can find on GameFaqs.

MvC2 does not have separate buttons for medium attacks. The game does not use the terms jab, strong, fierce and short, forward, roundhouse but uses light punch, medium punch, heavy punch and so on. The only buttons you have at your disposal are light punch, light kick, heavy punch, heavy kick, and your assist buttons. In order to execute a medium attack in this game, you simply press your light attack button a 2nd time after hitting with a light attack. You can press your assist buttons in conjunction with your attack buttons, so you can perform a light kick and call your assist character at the same time or a medium kick and call your assist at the same time. Play around with your assist call timing to see what different effects you come up with as far as combos, cross-ups, and links go.

The next point brings me to the technique of pushblocking. This may be new to you if you haven’t played MvC1, XvSF, CvS or whatever other game that allows you to advance guard. In MvC2, you pushblock by pressing PP while blocking a hit. Anything that causes you to block will allow you to pushblock. Experiment with pushblocking as it will be useful in escaping certain traps and hi/lo mix-ups in this game. Be warned that if you do a regular jump in MvC2, you are only allowed to block once. After your character stops blocking, as they descend to the ground, they are purely vulnerable to attack. Tactics around guardbreaking can be devastating in this game. You can not be guardbroken on super jump. If your 1st character dies, then your next character will come on screen. That character is in a neutral jump state. This means they can potentially be guardbroken. Methods most people use to escape guardbreaks involve using moves upon entrance that allow you to do anything but fall straight down or even attacking to trade or beat out your opponent’s attempt. When you are on the ground, as long as there is something to block, you can continue to pushblock.

Each character has a choice of 3 assists that they can offer you. Play around with these options and form some strategies off of them to aid you in play. Which assist you choose will determine not only what action that character performs when you press their assist button, but also what action they variable counter (like alpha counter) with when you are in guard and perform this motion. SFA3/SFZ3 players should be familiar with this. When blocking, if you have at least 1 super bar and press b, db, d + any assist button, that corresponding assist will be countered in and will perform their assist action thereby making them your point character. This makes the choosing of your assists even more important. Also, the assist you choose will determine which hyper combo (basically a super move) that character will perform when you press both of your assist buttons at the same time in order to perform a Team Hyper Combo. Normally, you can only call an assist while you are on the ground or in neutral jump, but some characters make their own exceptions to this. Experiment or read up to find out who and how.

In MvC2, you can chain hyper combos given the appropriate amount of super meters. If say, Ryu were to connect his Shinku Hadouken, qcf+:2p:, before the super ends, you can input qcb+:2p: to, say, bring in Akuma where he will do his Messatsu Gou Hadou. Experiment with this to find some interesting combinations and even escape and counter tactics.

MvC2 is very combo-friendly as a lot of things will link given rather easily if set up right. Again, unlike KOF or CvS2 or even SFA3, you don’t have to pause and time your next input precisely to link your next normal, but can pretty much just dial in the appropriate follow up. Thus, the term Magic Series. Experiment with this using your characters to see what you can link on the ground and in the air for different combos. Also, most normal attacks can be cancelled into a hyper combo to allow for interesting links. What’s more, given the fact that you can DHC in this game, w/ 2 bars, all it usually takes is one hit from your opponent to link there next character’s hyper combo. This makes for interesting sights.

Dashing in MvC2 can be performed by either pressing f,f or PP. You can cancel your dash by pressing d. Experiment with this and you will see that characters who don’t have exceptionally far or fast dashes can go faster and/or further if you cancel a dash and then redash right after. Accordingly, in order to backdash, use b+PP or db+PP.

Most characters will be able to initiate an air combo just by connecting df+:hp: or df+:hk:. Some characters have sick combos after launch, while others have very tricky situations they can put you in on hit. Watch carefully what happens to you after launch as it is not unexpected for a reset to happen where you are being hit on the left to suddenly be crossed up and hit on the right (as well as other angles).

An escape roll allows you to avoid being hit when knocked onto the ground which can extend certain characters’ combos. Be careful while doing this, b/c certain characters can even use this to their advantage to dash with you while you roll and possibly cross you up or leave something trailing behind you to surprise you as you get up.

Throw when close enough and break throws with the same if you expect one. You can also reduce the damage you would have received or even the follow up otg by attempting to tech throw even after being thrown.

Using your snapback, you can hit your opponent’s current character and, dependent upon which assist button you used, bring in that corresponding character. If you hit a character and their assist at the same time, the character will be knocked off-screen, while their assist will be knocked back allowing most characters, to follow up and kill them before they even leave the screen for an assist infinite. If you hit the main character and avoid the assist, the main character will be hit offscreen, leaving the assist behind for however long they need to get offscreen.

Those are the game basics. See you in the character threads for solid, start-up basics.

infinites will stop people from a lot of people from playing. No one wants to get KD once or block a mixup only to get guard broken infinite. You don’t even have to get hit first. Some block strings are just too fast so you can lose while blocking. The old school way of the games was KD, mixup, KD with chances for reversals.

Marvel has very little reversals and we’re talking about 0 frame invincibile moves which are primarily supers. Not every character has the ability to wake up reversal so 99% of the cast has to BLOCK on wake up as the only option. Thats wack

Marvel is just a really bad game but there’s a lot of room for creativity.

If you ask me, we all should play arcade marvel as the preference to make blocking @ least manageable. DC is 30% faster and magnus is just god on it.

Triangle Jump
I cant do it, So I will not learn to do it. My Storm is way too dependent on my Psylocke so I’m dropping her.

Which characters can triangle jump so I can completely ignore them?

Um… Marvel is just hard to learn that’s why not a lot of people into it. IMO, it is the hardest game I’ve ever had to learn and I played almost all of the fighting games out there. And what got me hooked is the speed of the game, it’s just crazy, talk about anticipating for a move 'cause that’s the only way to block some of the cross-ups.

Holy Shit! Sanford ‘Fuckin’ Kelly

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very random, yes, but I had to share that when I came across this guy :slight_smile:

If you don’t want to triangle jump, learn team scrub (Cable/Sent/Capcom). Or better yet, learn Cammy!

dont play servbot against me ever again, i’d rather play you if you use a god tier team. at least then, i know i can actually hit you lol.

learning towards scrubclops right now. my sent/CC is dirt together, but cykes AAA in my opinion, helps alot more for my play style

Has anyone ever documented what the anti-airs are in this game whether conventional or unconventional along with effects/pros/cons/damage? If no, I will add these tonight.

edit: actually, has anyone ever categorized assists before and posted it? some things that i can think of off my head would be regarding direction:

horizontal, vertical

range:

close, mid, far

type:

anti-air, projectile

might need some help cleaning this up. any ideas?

i think it would be best to start small and then branch out, for example:

  1. assists that involve the use of normals
  2. assists that involve the use of specials
  3. miscellaneous assists

edit2: Alright then. So I will start.

Well, I finally completed the MvC2 Assist categorizing and data. I have pretty much broken it down to logical parts, so I will be releasing the info via a set of videos on Youtube over the course of the next few days.

Thanks for the good info and criticism guys. The 1st vid of Basic MvC2 is out.

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Why do most santhrax players start sent over storm? Seems to me storm would be better to start with. but then again that is why i’m posting in the noob thread.

Not all of them do.

not all of them… I, myself prefer to start with storm because of the DHC of death capability.

Same here. I would think storm starting off is better because of this and her ability to build meter very quickly.

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Can someone explain why/ how this chip damage works?
Thx in advance

magnetro explained it somewhere.

it’s just the move mashed correctly to the max (inhuman perfection of mashing)

certain moves need to be mashed differently if I remember correctly.

that’s interesting, thank you.

I’ve finished up with all the assists in the game and will be organizing them into a chart with the effects stated as well as the damage soon.

so’ve always wondered why after certain combos u werent able to do super or special move, so i asked a certain member from the LBC (lol) and he said its because of fly screen. anybody care to tell me whats that about or refer me to a post or thread where its explained.

(ill pos rep if im still premium, i thinks its about run out :sweat:)

:u: one of the examples that come to mind are specifically with Captain Commando after you connect his qcf+2k super. Afterwards, when/if you get OTG into launch, it feels like you literally can’t cancel your launcher into his Captain Sword super. Most people remedy this by just pausing slightly and then doing the super, which seems to eliminate this problem.

What are some that you think of? Also, what is LBC? o_O