Marvel Super Heroes thread

I have to disagree with you in two things…Iron man and Magneto can air dash in both the saturn and the psx version but I guess someone already mention.

Another mistake is that from what I remember BH can connect jab into itself. I know that because I used to connect two jabs and then air throw the opponent so I can otg with mk and launch again in my psx and saturn MSH.

So thats why I could never do Juggernaut double headcrush combo on my home version. I also agree with Iron Man sj jab, it is a pain in the ass when you need to use his fly-air dash combos in some charcaters.

BTW just to add for those saturn/psx differences, Iron Man cant combo his ©FP(missile) from (s)MP due to speed. You dont know how many times I tried this simple link in my psx version and I couldn’t see why it didn’t connect.

People need to post in this topic more…

I had no idea this combo existed! Do u know exactly why the flying screen deteriorates? Is it just a bug? It seems to occur with air combo finishers that strike the opponent downwards (as here and with spidey), but that leaves me clueless about wolvie’s infinite. Any ideas anyone, thanx!!

If you mean the launch, combo into dive kick -> fierce ->roundhouse infinite, then the fierce/roundhouse don’t count as combo finishers because divekick puts you back in normal jump mode and you can’t set flying screen in normal jump mode in MSH. This might have been said somewhere in the thread before, can’t remember.

I’d also like to know why Shuma/Spidey finished air combos can be relaunched.

Simple, some characters AC finisher doesn’t cause the FS effect allowing you to connect some more hits using links in the air.

The best example is Iron Man, in MSH he doesn’t have any moves that causes the flying screen besides the PC. Thats why you can just do a: launch-(sj) wp-(sj)wk-(sj)mp-(sj)fp-XXflyXX-(sj)wp-(sj)mp-(sj)u+fp-air dash and combo again. With this technique you can create some serious long combos with him, allowing you to keep the guy in the air forever if you want to.

The spider man case is different, his fp can cause the flying screen but you can re jungle if you otg the oponent and jump with a combo. The web ball infinite is also a different technique, with the help of the web ball and the hits after spider man will be closer to the ground allowing him to relaunch with (s)mp.

In MSH, I believe most (if not all) downward-striking FS moves cause a sort of “soft” FS, where the opponent cannot roll, but you can still do anything you want. It’s not limited to Spidey and Shuma, either; with Power Gem active, Psylocke can do (away from corner) combo into Psi-Maelstrom, then after FS, when she dashes onto the screen, do c.short (one of her shadows will be far enough out to reach the opponent), then Psi-Maelstrom again. Obviously, this combo does insane damage (probably upwards of 70%, if both supers have Power Gem active for the entire duration).

Since we are in the subject about gems here I would like to change this discussion for a while. I guess you know that after you activate the gem there is chances of your character being able to combo right after the blast but according to jchen this technique is very hard against characters that are not large.

Well, I found a better technique that can use gems in mid combo. I dont know why nobody ever thought of this but I never saw in gameplay.

What you do is that after you peform any air combo that will make you land first you activate the gem of your choice. Since you are already close to the opponent there is no need to dash and combo, the only thing you need to do is re jump with a jump/combo after the gem freeze state and re launch the opponent. If you are really good I think you can even use three or more gems in one combo!

Anyway, here is an example of a simple gem combination:

Iron Man

(s)fp-XXunibeamXX-(j)wp-mp-u+fp-XXany gemXX-[(j)wp-mp-u+fp…]-(s)rk-air combo of your choice

If you want damage you can use the power gem but if you want combos with difficult links you can use the fireballs from the reality gem. So far I haven’t try this technique with other characters but Im pretty sure it works.

Ok that’s fair enough, I figured that capcom prolly didn’t bother implement fs restrictions on downward finishers cos they didn’t think you’d be able to land quick enough to otg them (or that if u did then u deserve the additional free air combo :wink: )

While we’re on the subject could u explain how FSD works in later marvel games then? I’ve searched everywhere but can’t find the answer. Thanx alot!

Go to this topic on GCC and you will find a post from Mike Z explaining how FS works and how to use the FSD technique on the later games:

http://www.gamecombos.com/forums/showthread.php?s=&threadid=9291&highlight=MSH

Some random thread corrections (even I learned something in this thread!):

Iron Man’s Proton Cannon does not cause FS.

Blackheart can sj.jab just as fast in the Saturn version as he can in the arcade (6 jabs in one super jump). However, he cannot chain sj.jabs into themselves in the Saturn version.

Magneto can, in fact, airdash while flying in the Saturn version. Only Iron Man had this ability removed.

Magneto and Iron Man cannot airdash with 3P button, but Blackheart can.

More Blackheart Inferno properties:

I was trying to figure out why I always get a SJ when I try to HOD after a connected Inferno. Here is the deal- you cannot super until the little demon glyph circle on the ground disappears. For Lightning and Ice, the glyph circle stays for quite a while, while it disappears very quickly for Fire. It’s pretty easy (assuming you get a decent random demon draw) to combo Fire Inferno into HOD without hitting them OTG. I almost always use Lightning, so I ended up getting SJs when I tried to combo HOD (because the glyph circle was still there).

Another note; Blackheart will actually stand there for different lengths of time depending on which element you choose. So essentially, Lightning is only safer than Fire if they actually block it, because if you whiff, he stands there longer for Lightning than he does for Fire. He stands there longest for Ice, so when you combine that with Ice’s early-ending attack frames, it’s the least safe, by far. (blocked or whiffed)

So here’s a comprehensive elemental breakdown:

Lightning- latest (slowest) time until attack frames come out, latest time until last attack frame is done (so safest recovery if blocked), slow glyph circle, drains opponent’s meter if connected (about 1/8th of one level), long animation for BH (but slightly shorter than Ice). edit: most damage

Ice- fast attack speed, attack frames finished early (least safe if blocked), slowest glyph circle, longest animation for BH. Widest hitboxes? (the animation is significantly wider than Fire’s, but I didn’t notice a significant difference in actual hit detection) edit: slightly less damage than Lightning

Fire- fast attack speed, attack frames finished early, quickest glyph circle, shortest animation for BH. edit: least damage by far, about half that of Lightning

Offhand, it would seem to make sense that the easiest Inferno to combo into HOD would also be the least safe, and vice versa. Yet the Ice Inferno is harder than Lightning (the glyph circle for Ice lasts WAY longer than the other two). I’m still not sure what the benefit of the Ice Inferno is. (edit: I figured it out; you trade recovery for damage, as compared to Fire)

In a nutshell, rated 1 - 3 (3 = good)…

Lightning:
Attack speed- 1
Safety if blocked- 3
Safety if whiffed- 1.3
Damage- 3+ (meter draining)
Comboability into HOD- 1.5

Ice:
Attack speed- 3
Safety if blocked- 1
Safety if whiffed- 1
Damage- 2.8
Comboability into HOD- 1

Fire:
Attack speed- 3
Safety if blocked- 2
Safety if whiffed- 3
Damage- 1
Comboability into HOD- 3

Testament X: I’m not sure if you got that aircombo out of Gem Activation to work, or if it was just theory, but when I tried it, it wasn’t even close to feasible. They bounce downwards when it hits them out of the air.

I know for a fact that it does work with Iron Man but I never tried with any other character. You see, while you have the gem activated you cannot see the combo count anymore but after the gem is finish you can see how many hits you have done.

If you jump late the combo count will just reset to the 3 hits after the gem is gone, but I was able to connect everything and launch the guy in the air. Are you sure they bouce downwards? I did this in the corner and it worked fine but you have to remember that after you land you have to be extremely close to the oponent so you can re jump RIGHT after the freeze state. Im going to try with other characters now and I will tell you.

Stupid me, sorry about the PC flying screen thing.

One more fun fact that I discover with Iron Man a while ago but it’s kind strange. Do you know that after you unfly it’s impossible to use any attacks while falling but sometimes it’s possible. Its very strange, if you want to test try this: Fly-Unfly-jab

Sometimes the jab will come out and sometimes you just fall without doing anything. This is important for Iron Man since if you are quick enough you can unfly and jab-u+fp-fly again to continue his infinite.

Anyway, I will start playing the game today again and confirm this gem combo (been playing too much Alpha 2).

That sounds like basic unfly mode to me. See the endless posts in MvC2 threads about it. It’s basically existed in every Marvel game since MSH, I believe.

I know about the fly-unfly mode but in both MvsC and MSH if you unfly with Iron Man/War Machine he will not be able to follow up with any basic moves while falling. Trust me. Just do a air combo that end in fly-unfly and try to hit any basic move while he is falling. Do it all three rounds and you will notice that sometimes he can and other times he can’t.

The weird thing is that sometimes for no reason at all in MSH he can use basic moves and thats what I find strange. Usually he can do during the third round, it’s kind like a random thing that I dont see why it happens. If anyone can explain to me I would appreciate.

UN

FLY

MODE

There are about 98423 posts regarding unfly mode with Sentinel in MVC2. Look it up.

If you want an easy example in MSH, have IM get hit by Cap’s standing fierce. Super jump, then while you are in the air, fly. Cancel flight mode, and hit a button. You will attack while falling.

ok,ok I got it no need to be rude about it. I dont play MvsC2 anymore so I didn’t know. I knew about the unfly mode but I had another thing in mind. sorry about that.

Ill be postin up mad average Hulk shit tomorrow, just to prepare everyone;)

I’ve got some Magneto stuff. I found myself to use the Mp launcher rather than the D+Fp launcher in this game more often than MVC2. I would say you could use D+Fp as a replacement, but I never tried. Here we go:

J.Rk/\Dashing Sk, MpxxMagnetic Tempest, dashing D+Sk, D+RkxxHyper Grav, Mp/(slow)Jp,D+Sk,Mp (pause), then (fast) D+Sk, Mp, Mk, Jp EM Disruptor

Now this is a corner combo, don’t really know a good ending though.

J.Rk/\Dashing D+Sk, D+MpxxMagnetic Tempest, Dashing Sk (this should juggle), Mp/\ (fast) Jp,D+SK, Mp, (pause) Df+Sk, (pause), Df+Sk, Fp, Rk(this should OTG). . .

Now I tried putting a jumping FP, Rk at the end, but right now I’m stuck so I guess someone please help? Thanks.

just want to bump this thread. msh is one of the best marvel games i’ve ever played.

anyways, i want to know how is shuma gorath used and what are his best moves. so far i’ve noticed that j.mk (shuma-copter) is great in the air and j.mp is a great jump in. other than that, i dont know how to play him besides mk/hk throw a lot and chaos dimension.

btw, who has the best alpha counters in this game? i’ve noticed that spiderman’s is pretty good and so is juggernauts.

also how does doom beat anita like 8-2? i’ve never seen anita used so i dont know how this matchup is played.

Hulk has a good AC, incredible horizontal range and good damage.

With Shuma low roundhouse is very good anti air, low forward is a decent poke that goes under some fireballs, stand strong (the bite) is very fast and has good range.

thanks for the reply.

anyone knows how shuma vs spiderman goes? it seems shuma wins this one but i have a hard time understanding how.

it seems like most of shuma’s jump in doesnt beat spidermans almighty standing medium and it seems like most of his ground move doesnt beat spidermans jump ins, mostly the j.hk. shuma also seems pretty slow too i dont know how he avoids being rushed.