Marvel vs. Capcom 1 - 3am Bored Rankings

dc version should work nicely. closest to arcade i think, ps2 one is terrible.

i wouldnt suggest poking much, but its good to know his standard sword area hits.

like if u c.mp on the ground, wolverine can dash under and c.lk 2 3 super.

jump back with strider and try to build meter.

sj mk mk, dj up mk mk mk. if ur near a wall u can do, sj mk mk, dj mk mk (wall hop off gives u another double jump) dj mk mk mk, or dj mk mk hp for landing.

his jump back hk is nice, has good range, can combo after it.

his j.mk hits from both sides, good vs wolverine.

if ur just out of range u can punish with hp hkxxdp kick.

s.hk is a good poke after dashing back. dash back hk is DECENT on wolv but dont abuse it.

about the wall cling, chun li normally has 2 double jumps, she can get 2 more after a wall cling, but she cannot get her airdash back.

I would like to read matchup specifics for Strider vs top tier and WM vs top tier. Any help?

Strider vs Strider - you want to be the one in control with orbs. if you’re not, then get 3 and charge for duo then own it.

the better orber wins. you do this by actually HITTING with the orbs, and do what is what i like to call an orb ender. i think of orbs similar to geneijin. IT IS IMPORTANT to know the time of ur orbs. i just know mines, and i dash lp about 5 times if it hits on start, then mp c.hp air combo.

THE BEST ORB ENDER THATS UNIVERSAL AND HITS WHEN THEY’RE JUGGLED, ESPECIALLY AFTER COLOSSUS IS.

lp, lk, lk, dj lp mp mkxxdp. this does about 40-90% depending on how early u hit with ur orbs.

ok enough about that, since u asked for matchups, ill continue with those.

continuing vs strider, if you happen to duo, just hope u guessed right between air grab and ground grab. if ur partner is wm like you posted, then a swift proton cannon during striders grab (about when hes at the top to get it started) will cause a nasty duo. after that, orb strider up, dash up, legion, proton cannon again, keep going. shouldnt take long for them to die.

and it doesnt have to be just vs strider. you can play a duo strider vs any character, and in some cases, like vs wm, its better.

Strider vs War Machine - this matchup is in war machines favor. he builds meter a lot faster, orbs arent too effective on him, and he is hard to catch. his c.mp s.hk as anti air beats an early strider j.hp, and colossus beats the later one, and if you happen to guess wrong, thats ur WHOLE team gone, it isnt worth it.

so what you do in this is you wanna with with your duo. grab mixups, 40-60% chip, all that good stuff. you build meter by c.mp mashing, but blocking when necessary. if hes in flight mode, dont sj around, because he can go around and mp up+hp u in flight mode, which has more priority than all of strider’s air attacks. if hes spamming projectiles on the ground, thats the time to sj mk mk, dj mk mk hp on the way down. WATCH OUT for war destroyer, its not a commonly used super but its still there.

if you happen to have a shitty duo, like zangief or captain commando as backup, duoing isnt ur gameplan anymore. its the struggle of hitting with orbs.

war machines can fly around through ur orbs, yes eventually u can tap them with a blue ring, but ur orbs is almost over by then.

i use colossus to him hit, activate orbs EARLY, (but make sure colossus hits), then hk or lk teleport accoringly around them to hit, dash dash dash, and when u know orbs is over do ur orb ender.

dash up hp is a good tool to use, he cant do much to stop it. if he gets hit on purpose and tries to col, call ur colossus as well, it will save u from a 200%. if its too late for that, roll from the colossus, sometimes he smacks u down being able to roll out. and if ur riding colossus, well, its gg for u. if he sj’s, wait for his air dash. once he uses it, the only thing he can do is activate flight mode, but since u already have orbs blah blah u have more time to hit him and all that. best way to hit him air to air is to shoot some orbs with lp, then qcf+hk or qcf+hp to go more upward, accordingly.

now if you have them locked down already, KEEP THEM DOWN. block strings from meter, most of the magic series but not all, and always charge back for ur bomb. use the hk bomb to go furthest, then that locks him down more. keep dashing in case they push it, then magic series and then orb again.

with orbs, u can early j.lk overhead xx qcf+lk, keep them juggling by dashing. MAKE THEM FEAR THAT.

Strider vs Wolverine - another tough matchup. wolverine and wm are always scary, 1 hit is a kill. if hes trying to dash around ur j.hp’s, do j.mk when he gets close, hits from front and behind. if ur backed to corner and hes in front of u, land with lk mk, lk hits behind slightly too, but not as much as mk. if he pushes, SLOW DOWN UR BLOCKSTRINGS. he may super, or c.lk through them if u dont. if u see this, u can jump again, and u’ll be in the same position and building meter, which is good. and if not, u can c.mk slower s.hp s.hkxxorbs if u have meter, BUT DONT DP SLASH. the reason for this is he can dash faster so that u cant do anything right after the dp slash. and this means ur not gonna be on the offensive anymore.

and another thing to point out is TO NEVER RAW ORBS UNLESS ITS COMPLETELY SAFE. if hes on the ground, theres a lot of startup frames to activate orbs. wolverine can dash c.lk start inf into his 100%. the only safe ways are,

1)if he called colossus
2)if he jumped back (which isnt likely)
3)if he sj’d

anyways you should be running with strider limbs and sword, not orbs. orbs arent too important in this matchup. they are, though, annoying to wolv players who like to rush a lot. if they start turtling though, stop using orbs.

Strider vs GWM - honestly i think this matchup is 5-5. DONT ORB THIS MATCHUP. u may think im crazy for saying this at first glance but, in the long run its better. real good gwms use c.hp, which in orbs, will take about 60% of ur life off. with about 5 hits i think. thats right, 60% with 1 c.hp. and if they’re getting stuck in colossus hits, and you have orbs on and they’re on the ground, they’ll just tag.

orbs is really just not the smart thing to do here. vs a REALLY good gwm, it’ll get stuffed every time. if u try to sj along with him, smart bombs will hit u. if u go around, he will hp u downward.

what REALLY OWNS gwm is duos. ones u get the startup and first duo, its over, especially with orbs. but you MUST pay attention to both characters. say if ur strider is getting hit, you need to see what wm can do to get you out., and when strider is out, attack with wm to help out, and keep ur eye on both of THEIR characters as well.

Strider vs Red venom - psy psy psy psy psy duo. dead.

these arent too specific, sorry i know, but ill help you as much as i can if i ever see anyone on ggpo.

EDIT: Credit to T-Kimura for a lot of these tactics and combos.

MagMan you sir have done what all the other kaillera cats should have been doing a long time ago, but its time to step shit up, run some tourneys on ggpo, get all the kaillera players in this stuff and get that mvc1 bumpin,

yeah im trying to get the main kaillera heads in. cant run tournaments yet i gotta reformat first, my winzip and winrar are bugged. but if there are tournies ill join them, there has been a few.

So I just started playing this, and while Id prefer to play xvsf, just cause I love the borkeness of that game, this is fun. I’m just learning because I never really played vs games but I sorta understand.

With gambit, whats the best way to stop WM flying around hitting you? Against wolverine is pushblock, cr.lk or double push block st.mk xx lp cajun slash the best way to get him off, I seem to do better with Gambit against wolverine than my other character…

Hulk

With Hulk right now If I’m midscreen, I do cr.lk, cr.mk into gamma crush, if my back is near the corner, and there in range I combo into command grab, is this the regular? Whats the best follow up to the command grab? I havnet really tested much but I assume just hp into super works? What are some Hulk match up strats? Right now I just try and super armor through things and hope it goes for the best… hha.

nice team you chose, hulk and gambit compliment each other well.

Gambit VS War Machine - since war machine has soo many options, you’re just gonna have to out play him. keep in mind that if you trick card, c.hp(his missile) xx col = 200%. any hit on u, = 200%. to beat him though, BLOCK A LOT. be patient, and when you see a knee, COLOSSUS that ass. sometimes he can bait, so be patient. if you find him riding a colossus, dash up (wave dash a lot of times) and wait til the FIFTH hit hits, or if colossus goes thru a missile or anything on the way it’ll go down to 4, remember that thats very important. if ur not aware of that, they can lk roll on the first hit and if u did a lp and facing the wrong way, thats a 200%. trick card then block is a nice option if you see them sj and smart bomb. DO NOT FLUSH unless you have saw that the smart bombs didnt come out. if you do flush, it will be stopped by the smart bombs. if you have happend to do it early enough, you’ll get a nice chunk of damage. building meter here shouldnt be too much of a factor even when ur blocking a lot. DONT cajun strike too much, one colossus = 200%. jump back and hp or hk, WISELY because he can air dash in and guard break. if you keep jumping back and he tries to guard break you in flight mode or with air dashes, use that as a bait, jump back a few times, and when he gets close, BAM colossus into 100%. if you dont have colossus, c.hp is a good anti air, trades or beats all wm’s air normals, and if it whiffs, have a cajun strike or explosion buffered. if it hits, just follow up with mp hp, best combo for the damage scale. if you’re BOTH on the ground, do NOT trick card. lp card is fast and has GREAT recovery. you can spam this safely at a distance, hell i dont think anyone in this game but hulk can jump over and attack you at a close distance. just be ready to block right after, or colossus if u see them jump attack on u.

Gambit vs Wolverine - you’re most likely not gonna win this matchup. if you happen to come across it though, ill give you ways so you can gimmick ur way and buy urself some time. if he doesnt have colossus, mix up ur cajun strikes, abuse it. something good to know is that his dash in c.lk is too godly for gambit. goes under his j.hp, a lot of the time his j.hk, and if he wants to he can cross gambit up because his jump is soo high. so basically when you jump, ur taking a risk. but it is, good to jump, its better than him locking you down with inf and grabbing/stomping you the whole game. i’d use jump back hk most, hits front and back, can combo off of, get urself some damage while ur at it. combo with dash up s.lk s.hkxxlp card, cajun slash. dont try to otg wolv, u’ll regret it. anyways if ur in the corner, you can start inf, thats if ur close tho. dash up lk, lp lk, lp lk, start infinite. this applies to anyone. if ur in the corner and he stomps you, dont colossus unless ur SURE it will hit. the reason for this is he can drill claw any random time, making you miss, and a lot of the time gambit will get hit by stomp since hes soo tall. i like to c.hp his stomp, always trades, but its in ur favor. you can c.hp again, dash up and c.hp for a cross, or just dash out if ur uncomfortable in the corner. RAW COLOSSUS WONT WORK ON WOLVERINE. hes like the only character (spidey, strider sometimes, maybe chun li) that can go under colossus with his c.lk c.mk. the reason why the other character cannot do this is because their dash isnt as fast as wolverine, or their 2 crouching chains arent that low. so do not try that on wolverine, it’ll lead to a nasty 100%. trick card is never used when i play this matchup, UNLESS hes turtling for meter, then you hit confirm for a flush. and the most important part of this matchup is, IF YOU HAVE METER DUO OUT. with your gambit/hulk duo i like to do, qcf+pp buffer gamma wave with hulk, qcb+kk explosion with gambit, alternate, repeat, great chip damage, good lockdown. this isnt the duo type where you go in, grab, and get big damage, just be satisfied with your good chip damage for now.

Hulk vs War Machine - even on paper, this matchup is ugly. thats because it is. but look at it this way, if you opponent is player 2, he can only infinite to 50, and hulk cannot be resetted in the air infinite. so ur not gonna eat a 200% unless you die. what you CAN do though, is his sj mp has great priority, shoots wm out the air a lot of times. his j.hk trades with a lot of wm normals, maybe all. jump in lk mk, the lk will beat out colossus easy, if not you get the trade in ur favor. j.mk hits above and a little below, good tool if they’re knee rushing. you wanna mix up j.lk mk, with empty jump in c.lk c.hp xx gamma quake. if you miss c.hp, cancel with hcb+lp. j.lk mk is a guard break if they jump back. most players hold up after a jump in attack since theres like no blockstun in jumping attacks. lk they will jump back from, mk is the guard break, c.lp s.hp to continue combo, xx gamma quake if meter. IF NOT, you can do his 100% as well, but its a psuedo 100%. after c.lp s.hp, sj lp mp, lk mp mk, land, normal jump grab, hk otg c.lp s.hp repeat. you can also do his guarenteed combo, c.lp s.hpxxsj lp mp, lk mp mk, j. lp mp hk (otg), j.lk hk. mid screen to punish if they raw tag, c.lk c.hpxx gamma quake. if not meter, c.lk c.hp sj lp mk hp. ok so enough combos, more on the gameplay. turtle more with normals, occassional rush. you can also mix up with jump in grab, jump air throw, all of that. a grab can lead to a nicely timed gamma quake. its in their like reset form, cant block it. if hes in flight mode, dont sj, that will lead you to a disadvantage of being crossed. stay grounded, try to hit him out with s.hk and c.hp, and if it misses and he tries to knee you and combo for the inf, colossus him into gamma wave if it hits.

Hulk VS Wolverine - i like this matchup. for both sides. j.hk is a GREAT tool for dashing wolverines, land s.lp s.hp. plenty of time to hit confirm the j.hk since it hits soo early. hulk does soo much damage with those 3 hits. j.mk is good for stomp happy wolvs, kicks them right out clean. c.hp is also good, hold up for a sj combo after it, it should hit wolvs stomp good because the first hit of wolvs stomp would just make hulk flash orange cuz of his armor. see vs war machine for mixup details. and in the matchup, you can actually rush wolv too. NOTE that you cant do his pseudo 100% cuz you cant otg wolv (that long, its like impossible.) so thats all there really is to hulk, land some hits, get good damage, when they;re almost dead kill with duo. turtle up, make them run into mistakes, if they dont you have the option to attack as well, if ur losing you can still come back with hulk. but you dont wanna get duo’d on, hulk takes chip damage the worst.

magnetomaniac teach me how to set up ggpo so i can beat you with my spiderman :rofl:.

actually i just figured out after a few seconds lol, in ggpo now.

Wow dude thanks, this will be a big help… I just found the hulk otg combo for myself last night… If you are in the corner is it worth it to go for the upwards gamma crush combos? Like cr.lk, cr.hp xx d,u+k,k then do another combo on them when they land? its not too hard but I havne’t really tried it in a real match to see what the damage on that is.

no darkcloud uses that combo but he takes a big risk of people rolling out. when he tries to otg the s.lk he gets hit by good players.

rising player - haha ok ill get on right now :smile: .

Could i get some wm and gambit combos and strats ?
How to do the wm inf and that crazy gambit otg combo.

wm inf is just.

s.lk s.hk, sj lp lk up+hkxxqcfb+k, lk mp up+hp, lp mp up+hp, repeat. they do the mk one because it resets a lot better, and if they mess up it grabs.

gambit otg combo i do

c.lk c.hp, sj (WAIT TIL PEAK OF JUMP) slow lk, mk, hk, in a 1…2…3… rhythm. then after the hk, hp for the otg. this will NOT work on wolv often, unless you time it VERY late and VERY perfect, lol dont bother though.

special combo just for you srkers :wink:

VS STRIDER ONLY, EASY 100%

after colossus, infinite to mp, c.mk, s.hp xx lp card, dash up, lk mp c.mk s.hpxxlp card, repeat. should only take 3 reps.

Thanks magneto maniac
But stilll having troubles with wm inf after the( lk mp up+hp ) i cant get the lp mp up+hp.
And with the gambit otg is it corner only cause i cant do it midscreen. Also whats gambits inf??
and how do you set it up. Lastly(I know im asking a lot) could i get some gambit bnb’s and strats?
thanks

anyone have some strats for chun&shadowlady

oh sorry i forgot to ad the xx3p. so when you have them set up and ur in flight mode, lp mp up+hpxx3p repeat that in the brackets.

as for the next poster, chun and shadow lady. shadow lady is like real shitty tier, lol, so its natural if you lose with her. chun is WAY better.

Chun li just mix up ur triple jumps and airdash in d+mkxxhk, if they back up back the hk will gb, follow up with s.lp s.hk sj lp lk qcf+kk for 70% damage if it resets.

thats all there really is to chun li, 1 2 super, land it somehow with colossus/dashing in/coming in from the air.

why did Dasrik rank Lilith so much higher than Morrigan? I haven’t seen anyone play Lilith on GGPO, and I’m not really seeing what exactly Lilith has that supposedly makes her so much better than Morrigan. Fireball super does more chip damage?

lol key word why did “DASRIK, ALONE” himself rank lilith soo high.

How do I start WM’s infinite?

Is Roll like…ever picked? I know she’s bottom tier and all but so is 3S’ 12 and he gets some matches.

Wow mag, didint know your thinking has evolved on to this level. pretty large jump compared to ur last thread in this ammount of detail explaining the mvc basics and complexities XD http://z3.invisionfree.com/enderz/index.php?showtopic=96