Marvel Vs Capcom 1

Any good simple and advance combos for Gambit, Ryu, and Strider? Also I’ve been thinking of choosing between Colossus or Psylocke assist. But I have to see what works first.

People usually use Colossus more. Psylocke travels straight horizontally. Colossus kinda comes down from the air/corner at an angle, and then travels horizontally, better for anti airing.

As for Gambit, it’s just catching them in the air (usually with Psylocke or Colossus) and then doing the lp->lk infinite and then knocking them higher ( s. mp or s. mk I believe) in case they fall too low/in danger of dropping out. I hope these can help:


For Strider you can mostly get by with the c. mk, s. hp, s. hk, dp+k ground combo that takes off like 1/3 hp off most characters. (It’s like what the CPU does, only with dp+p instead of qcf+p since dp+p is much better)

Double jump air combos to dp+p are preferable as well. j :hp: and j :hk: are also the usual enders. Upwards air qcf+lp as an ender can have your opponent recover early and punish you as you land.

I watched those videos of Gambit’s infinite. The problem I’m having is I always drop his infinite from the beginning. I press lp+lk then dropped it even though I did as fast as I can.

You need to do it slower, that’s why you keep dropping it in the beginning there is a certain timing which you need to master which is why I said you have to practice it over and over until you get that timing down. As for Colossus vs Psylocke as helpers, I’ll list some facts about them,

Colossus:

  • is one of the fastest helpers in the game
  • still goes through if you’re hit and call him consecutively
  • gets beaten by psylocke if they are called consecutively
  • some characters have moves that go under colossus such as Red Venom, he can literally walk under colossus
  • hits higher for jumping opponents
  • opponents can roll after being hit

Psylocke:

  • one of the fastest helpers in the game (a little faster than colossus)
  • still goes through if you’re hit and call her consecutively
  • does way more chipping than colossus, so she can be used as a chipping helper with strider. Simply put she’s a good chipping helper.
  • characters can’t go under her
  • sometimes characters bounce off her hits and she only hits a couple of times
  • she’s good for keeping the opponent locked for a couple of milliseconds

They are both really good helpers however colossus is more for say jumpy opponents like war machine, chun-li and psylocke is good for good ground opponents like wolverine or red venom

Gambit
I’ll give you some simple combos first then once you master them you can have a bigger piece of the pie.
Combo 1 : c.lk->c.mp->c.mk-> cajun slash (lp version)
Combo 2 : c.lk->s.hk-> kinetic card (lp version) -> dash-> lk otg-> launch -> in air lk -> mp->hk (to be continued once you master it :D!)
*Infinite Set-up Combo (best if used in corner) : c.lk->s.hk->kinetic card (lp version) -> dash quickly -> do s.lp,s.lk… repeat infinite or launch in the air for an air combo.

Ryu
Combo 1 (on standing ground opponent) : c.lk->s.hp-> tatsumaki senpukyaku or shinku hadoken (hyper combo)
Combo 2 : c.lk->c.hp (launch into air) -> lp-> hold up mk -> hold up hk
Combo 3 : c.lk->c.hp (launch into air) -> lk->mp (quickly cancel into air shinku hadoken before the mp hits twice)
Combo 4: c.lk->c.hp (launch into air) -> lk->mp-> tatsumaki senpukyaku or air hadoken

Strider Hiryu
Combo 1 (simple air uncombo version) : c.lk->c.mk->c.hp (launch into air) ->quickly press mp->mk-> air gram (aka his shoryuken move in air) does good
damage
Combo 2 : c.lk->s.mp->s.mk->s. hp->s.hk-> hk gram (shoryuken move)
Combo 3 (with grab reset - simple version “opponent may roll or tech out of grab”): c.lk->c.mk->c.hp (launch into air) -> in air lp->mp->mk -> double jump grab or simply grab opponent (note that it also requires a little timing to grab) ->
(if opponent doesn’t roll or tech out of grab then proceed with*) -> dash s.hk -> hk ground gram (shoryuken move) “must be done quickly or it won’t work”
*combo 3 may also be dashed into with a lk after the grab reset and you can then launch them into the air again and perform combo 1 for good damage

Thanks for your advice and tips on the characters I’m using and assist.

Oh yeah. Ken mode Ryu (hcb+ :mp: if you have 1 meter) is prettly good. Air combo to glitched air tatsu for good damage.

I think the transform mode is quick enough to be combo’d into and out of. You can do something like c. :lk:, s. :hp:, hcb+:mp: (Ryu changes colors and gains Marvel series Ken’s moveset), qcf+:2p: (Shoryu Reppa) if you have 2 meters. But generally transform is fast enough to be used from afar.

DarkBurialX: Here are some basics I can provide without diving too deep into the character-specific stuff.

  • Try not to knockdown with anything they can roll from, which is usually anything that is not a hard flying screen knockdown. The result is usually a jab recovery roll ( :b::db::d: + :lp: motion), which at best gives the victim positional advantage/wakeup possiblties and at worst they can outright punish you during recovery of whatever you did to knock then down. Definitely keep that in mind when you combo/call certain assists.

  • Be careful when performing a block chain from a jump in. Many jump-based attacks have very little blockstun and are easy to punish with fast hitting moves and throws. If you feel the need to jump in to attack, try mixing it up to throw off anyone that knows about the blockstun issues. You can eventually get to the point where you are baiting out punishes for moves that never came out. This is usually best to keep in mind later in a game if/when assists are depleted because many assist can cover an anti-air need very well. Conversely, take advantage of it against someone that doesn’t know and tries to attack you from the air.

  • Colossus is a great assist, but I don’t believe it is the best assist for all characters and more importantly, all matchups. For starters, the anti-air properties lose some luster when you can roll away from part of the combo (it’s situational, but definitely possible and practical), and the assist itself can be knocked away easily in many spots. I’ve seen and done plenty of pre-assist call pokes, counter assist calls, pushblock + punish, all of which effectively knocks away Colossus and now they are down 1 assist stock. Don’t get me wrong - the good far outweighs the bad for this assist and you should typically use it if you don’t know/are not comfortable with other assists yet with your character(s), but it may not necessarily be the best option in all cases. Learn the codes for most of the assists (4neqs posted the most common ones, SRK wiki(?) and/or gamefaqs should good for the rest) and experiment accordingly depending on who you are playing against. Ask questions if you get stuck somewhere.

  • Duo team is one of the most important aspects of this game. You will eventually need to learn how to put together useful offensive sequences and also how to defend effectively without giving away more life than you need to. Once you get more comfortable, you can get to the point where you can counter attack and really punish mistakes when someone calls duo team against you. It can get risky, but very possible and at times is the only way to get back into a match. Discussing this aspect of the game can get very specific depending on the matchup and situation(s), so if you have questions post up with video details and I will break it down as best as I can.

  • Ryu: without meter, try to end air combos with air tatsu or anything else that causes flying screen quickly and allows for some wakeup options. He doesn’t do good damage outside of super combos, so I typically go for positional advantage and meter building instead. The only combos with meter that I feel are worthwhile is whatever ground combo into :hp:xx Shinkuu Hadoken. Everything else damaging is pretty unrealistic or very situational (such as landing a full 3-hit Shin Shoryuken or tatsu super without a recovery roll possibility). To me, it’s not worth the meter to combo air Shinkuu into via air combo because it does less damage than the ground combo, there is no DHC in this game, and the combo itself is less reliable to boot. If you have meter with Ryu, it’s usually better to save it towards duo team and go for damage/chip there instead.

Also, Ken mode is overated IMO. I don’t believe glitch damage air tatsu exists in this game, so it’s pretty worthless to combo into that unless you’re going for some kind of setup after the combo. The only practical use I can see for Ken-mode is a better ground dash and fast starting Shoryureppa/team super. Ken and Akuma infinite juggles are somewhat difficult to setup and outside of the infinite, I fail to see anything that Akuma-mode does better than Ken-mode or Ryu-mode. Otherwise, I think Ryu-mode has better tools overall and is way more practical - not that this is a great character in general as compared to others.

  • Gambit…can be a very dirty character. Unless the situation doesn’t present itself well, you should always look to combo into infinite juggle, not just because it’s an infinite but more importantly because you can uncombo rather easily with it and kill a character quickly off of a clean hit or assist. There was someone earlier in the thread that linked up to some videos with really good examples of this - I’ll link it if I can find it. Jab Cajun Slash is also cool…until you run into people that can jab roll it and get back in your face after the knockdown. It starts up very quickly and can punish a lot of things, but use it carefully because it opens you up to jab roll. If you can land it, definitely use Kinetic card instead, because in this game you can’t recovery roll it so OTGs are free.

  • Strider: the easiest top tier character to use in the game, IMO. Very little execution demands in order to achieve the high damage combos, even the uncombo stuff. Conversely, you can play this character effectively as a super turtle due to the ridiculous poking abilities of a few of this normals and Oroborous in general. For the most part, you don’t really need to actively try to land a hit and instead you can find yourself in many situations where you are punishing mistakes while running away/chipping/etc. Strider in particular can use a wide range of assists effectively depending on the matchup. I think the other two supers are pretty crappy in general, with the exception of Legion within a duo team. Legion is actually really great in that scenario when coupled with the right teammate. But for the most part, Strider doesn’t even really need a teammate to do well, so being useful during duo team is a bonus. I typically use Strider as the second character on my teams accordingly.

That should get you started. Ask away with any specific items and I’ll do the best I can. This is the first game I started with way back when I got back into fighting games for real and I still have a passion for it. It’s been tough to get any kind of offline play any more often than maybe 1-2 times a year and I’m not really a fan of GGPO for at least this game. It would be great to get more people into it at various tournaments so I can play again. Once the top level gameplay is understood and people aren’t cheating with emulation trickery, it’s a much better game than XvsSF, to me at least.

Thank you for your info, but I have my limits in playing fighting games even though I need to practice practice practice. I’m going to practice when I have the time, also I don’t know how to record my gameplay so you can see what I progressed.

To record your gameplay on GGPO simply spectate your own match and hit the first tab on the game window-> click record-> name it something -> upload the replays to sendspace, and I can analyze them for you to tell you what you could improve on. Of course if your computer is low on ram your matches might be laggy because of your computer so I don’t recommend doing this if you have like 300 mb of ram. If you try recording it on the window which you are playing on the matches will come out desynched so record on the spectator window.

Tried it again, I think glitched tatsu is in for both Ken-mode and Akuma-mode, in fact I think porting the moves/values over (for when Ken and Akuma came back to the series in 2) is why it exists for MvC2 as well. Damage just comes off as scaled in infinites/longer combos i.e. not off a bare/basic air combo. Anyway, other points taken.

This tut vid may help newer players too.

[media=youtube]9TQe6mFuWg0[/media]

I’ll need to check out Ken-Akuma air tatsu again at some point, but I swear I don’t remember those doing extra damage like in mvc2. I’ll take your word on it for now but I’ll be checking it against the mvc1 cps2 board.

That linked tutorial video is ok, but lacking in information in some points, and factually inaccurate in others (actual command for counter is :b::db::d: + :hp: + :hk: while in block stun, not sure where they got that other command from…). I would have loved to see more and better examples of guard breaks, as well as a real definition of what is it and why it works. Guard break is not a ‘glitch’ - it’s a byproduct of how normal jumping works. You only get to go into block stun one time during a normal jump sequence, which is why guard breaks work for normal jumps and falling in after a character death (character is in normal jump mode then). There should be some better examples in some mvc2 videos floating around that flesh this out in greater detail - it works the same way in mvc2. At least they covered the risks of push blocking in those situations and in general, actually. I also liked some of the jab roll punishment examples, although that could probably be fleshed out more as well.

One day once I’m fired or on a long break from work or something I’ll get around to making a full tutorial for this game with plenty of useful examples. That was a decent start, though.

I have a tournament this weekend featuring all three games at a local PlayNTrade. I’m old enough to learn about the MvC2 and MvC3 scene, but I wasn’t even a teenager when MvC1 was popular. I want to play a decent execution team and so far I have Strider. I can do very basic combos like cr. lk, cr.mk, cr.hp into air series, but I’m trying to find another character to play as well.

So a couple of questions

-What’s the basic way for approaching with Strider?
-Is Hulk a decent beginner character?
-How does the combo system work? From my tries at playing the game it seems like kicks have priority over punches, and then it goes from L>M>H, but some characters can’t complete the series or their moves push them too far back.
-Is there some like compilation or huge super guide for learning this game? I’ve searched on google but there aren’t that many guides on this game.

Read my long post a few posts up. I cover some basics with Strider and the game in general. Aside from that, the best recommendation in the short term is to watch some videos to see what others are doing with this character and ask more specific questions here.

Execution for damaging combos, yes. Otherwise, not really. I wouldn’t start with this character until you have a good grasp on how the game strategy works. He’s a walking target that doesn’t have good answers against most of the top tier and duo team attack in general. The best beginner characters would probably be Wolverine and Chun Li, IMO.

Combo engine works the same way as mvc2, minus some features (no DHC, no special move -> super cancel). There are exceptions for certain characters in both mvc1 and mvc2, and also some really weird quirks depending on the character/situation, but most of the cast has the basic chain combo system available to them. Practice and figure what works per character.

There used to be some comprehensive websites out there years ago that detailed the basics, but we’re talking 98-2000, pre-mvc2 era. I’m assuming they no longer exist, but feel free to search for them. I don’t remember the URLs, that’s for sure. Otherwise, check out Gamefaqs for some breakdowns of the combo system, move lists, and such. Besides that, watch some match videos, see what works, and ask specific questions wherever you get stuck on something. There are plenty of matches out there on YouTube.

Bernie, you are the man keeping this thread alive and spreading the knowledge of MVC1.

i really wish that THIS were the game that got the third strike online treatment.

@Thanks Bernie, I won a MvC1/2/3 tournament recently. We had 3 seperate tournaments and the finalists from each tourney chose what game the finals will be played on. I won MvC1 with Strider/Psylocke(PS1 version of the game) and didn’t have any trouble. Thanks for the advice, I looked through Gamefaqs and Youtube matches and they really helped. I love this game now lol.

with no button mapping, like psn mvc2 :wink:

It’s not rocket science to figure out this game. Shit’s only played on GGPO, so everything else is irrelevant. Top tiers in order are Wolverine, WM, RV, GWM and probably Gambit, in high level play. Strider is a trash character in high level play, doesn’t really do anything except spam orbs which are easily blocked. Only thing you have to do in order to be good in this game is learn how to infinite and duo. That’s basically it.

How can we make this happen? i mean, they really need to do a VS anniversary pack and just make them all available. I just think that MVC1 would be enjoyed by so many different type of fight game players.

Once you go in high level play MVC is one of the most gimmicky games ever created.