MvC1 resource center?

how you play gief?

hehe…Marvel vs. Capcom 1, started playin it yesterday to ironically. It’s been a while since I’ve posted but I’ll contribute to this thread some combos that I remember…

Captain America:
1-j.hp,dash+lp,mp,c.hp/\sj.lp,sj.lp,sj.lp/\sj.lp,sj.lk,sj.mp,sj.mkxx
qcf+lp

2.In Corner: Assist(Michele Heart)-j.hp, dash+lp, mpxxqcf+hpxx qcf+kk, (otg)dash+lkxxqcf+kk, dash+lkxxqcf+kk, dash+lk, c.hp/\ sj.lp, sj.mpxx qcf+hp

In combo 2, connecting the following dash lks after the otg take serious timing, but with practice it gets easier

Morrigan
1-Morrigan in corner:lp,mpxxsoul blade(hp)xxqcf+kk,(otg)c.lkxx
soul blade(hp-opponent should now be in corner)xxqcf+kk

I find this combo easliy done on Venom sized characters, aslo I 'm not sure if it works when morrigan is not in the situation above

Jin:
In corner:Michele Heart assist-j.lk, j.hk, lk, mp/, sj.lk, sj.lk, sj.mp, sj.lk,sj.mp, (land) c.lk(otg), mp/, sj.lp, sj.lk, sj.mp, sj.lk, sj.mp, sj.lk, (land)/, j.lk, j.hk
:confused: damn, that’s a combo that took little time to remember, but seriously, I’m pretty sure it’s right. A nice rejump combo for Jin.

Spiderman:On War machine
In corner:Michele Heart assist-j.lp, j.lk, j.mp, j.mk, dash+lp, lp, mp, /, sj.lk, sj.mkxxqcb+hk, (land) c.lk(otg), hk, /, sj.lp, sj.lk, sj.mp, sj.mkxxqcb+hk

just thought id add that devilots assist is unblockable

Use the 3 option combo. I don’t remember the 3 option combo that well but it goes something like this

c.mp /\ sj.wk, sj.mk, 3k lariat / /\ j.d+mk /

When you land you have 3 options, this is where i get stuck, i have no idea what the 3 options are, lol. It’s a mind-game thing.
His s.fp and c.fp have good range and are good for punishing some mistakes. Other than that, FAB that shit :slight_smile:

Is this a zangief only combo? Because i’ve been trying this on venom and i can never go up after the 2nd launcher due to flying screen.

Unfortunately I think it is a Zangief only combo:( , but I haven’t tried on other characters though…hmmm…I’ll get back to you on that one…

After goin at it on my PS for about 45 minutes I’ve discovered that the combo works on every character, except for Spiderman and Megaman. I can’t relaunch them because they roll away after the c.lk otg. For some characters such as wolverine and Capt. America do the first sets of sj.lk, sj.mp somewhat slower to so that you’ll be underneath them before they land cause they seem be alot quicker in getting up after they land. It’s harder to catch them in the otg. After the relauch for most characters, you have to do the sj.lp, sj.lk, sj.mp, sj.lk, sj.mp rather quick( but not too too quick) in order to catch them in the last jumping part of the combo( sj.lk, (land)/\ j.lk, j.hk).

As for Venom, I’m getting the same problem. I can do both parts of the combo (before and after relaunch) separately, but for reason I can’t super jump after the second mp. This unfortunately I can’t explain. But anyways, I hope what I said made sense.

What kept gief from being top tier was the fact that he had two opponents that raped him,venom and war machine, and a couple others gave him issue’s red venom and gold warmachine. The triple option(trademark viscant) started off either his launcher d.mp or his strong throw follow with sj jab,sj.mk,KKK,when you land you have a few options most popular is jump d.mk but also can do standing rh jump mk with similiar results. The option after that is d.mp to launch if you think they will attempt to attack on the way down, attempt a strong throw again i think that was used if you think they will attempt to jump away or do a fab ufab dfab or siberian suplex. I think those were the 3 options but it’s been awhile im sure viscant will correct me if im wrong on anything. Also believe that some of the larger characters like hulk and venom couldnt get away from the fab if you timed to correctly. Eventually it was discovered you can shake out of the strong throw but the option still is valid just dont sj to do the combo i always like walk under into another strong throw personally.

Giegs big thing is he can throw out of block stun really well so pixie’s like wolvie and strider have problems because he can grab them off jump ins fairly easy. He force’s them to change the way they play and make them a lot less effective. Venom beats him because of the splash qcf punch. It’s very difficult for gief to hit him out of that move. Gief really cant jump at venom becasue the splash beats everything he has. The only luck i ever had was spacing him and baiting a splash then launching when it whifs. Hitting the splash with the kick lariat or using a call in to get close all of which were sketchy at best. War machine can fly on gief and not much he can do sj smart boms sj fp knee dives random flying gives gief a lot of problems. if i was forced to play a WM with gief i would try to get on him and keep him grounded and do some damage so that he would have to come after me and not turtle which was easier said then done. I bit 95% of what i did with gief from viscant so hopefully he will come in and she his expertise on this.

I will agree with the majority lou lou is dope. psylocke and collossus both have their use’s but like was mentioned before colossus can be rolled on in some situations in particular red venom when he is pressuring with his low fp.

I find gief really hard to play against. His spinning lariat is a bitch against some jump-ins, and once he gets in close, you’re pretty much screwed. Gief is the main reason i started using War Machine, keepaway like a bitch :slight_smile:

Who has a useful guardbreak in mvc1? I know that Red Venom had that deadly j.fk guardbreak, and that War Machine had that jumping u.fp one, but any others?

Cycloid Beta- Thanks for clearing this up for me, i love using jin, he has some great jump ins, and air-to-air normals.

No prob Strider…

Anywayz I have a question yall. Wolvie’s infinite: (lp,mp,dash, repeat) seems to troubling for me, I can’t seem to dash in on time, can someone explain this??

More MvC1 combos:

Strider-
On corner:j.hp, j.hk, dash+lp, mk, hkxxqcf+pp, dash+lp, lk, hp, hk, mp, mk, hp, hk, assist-lou, /, mk, hk, dash+hp, hkxxqcf+pp, dash+lp, lk, hp, hk, mp, mk, hp, hk, assist-louxxLegion, c.hp, /, sj.lp, sj.lk, sj.lp, sj.lk, /, sj.lp, sj.lk, sj.mp, sj.mkxxqcf+lp

Yep, it’s the notorious Ourboros combo for Strider. What works for me when workin this combo is when trying to connect the Ourboros, mash like crazy…:confused: or at least that’s what works for me.

Megaman-(Leaf sheild(ls) equipped, Charge megabuster(cmb))
Corner-qcf+p(bring out ls), j.lk, j.mk, j.hk, dash+lp, mpxxqcf+p, lk, mk, release hpxxqcf+kk, cmb, lk(otg), mk, hk, /, sj.lp, sj.lk, sj.mp, sj.mk, release sj.hpxxqcb+kk

The amount of hits in this combo is highly variable, because it the depends on how long you hold the Megabuster. If Charged long enough you can do this extra series for more damage (qcf+p- bring out ls, cmb, lp, mpxxqcf+p, lp, mp, release hp) then cancel to Rush Drill.

Wolverine:
Corner: qcb+pp, assist-unown soldier, dash+lk, mk, c.hp, dash+lp, lk, mp, mp, mk, mk, c.hp, dash+lp, lk, mp, mp, mk, mk, c.hp, dash+lp, lk, mp, mp, mk, mk, c.hp, c.hkxx//, sj.lp, sj.lk, sj.mp, sj.mp, sj.mk, /+sj.hk, sj.hk, (land) lk(otg), mpxx//, sj.lk, sj.hp, sj.hk

One of the many versions of wolverine’s semi-infinite, with one of his variable endings for it. Question: For wolverine’s ground infinite (lp, mp, dash+lp, mp, dash+lp, mp…etc.) I can’t seem to dash in on time. Can someone explain how to do this infinite???

My understanding for the wolverine infinite is you have to tap down and it cancel’s his move so do mp then tap d and dash. I know you can also do a ground chain that ends with d.fp and dash in after it to repeat i dont think that needs a cancel but dont think you can do infinite reps on it.

Thanks for the explaination:)

Okay, just cause I’m bored, here is how I feel the rankings play out in MvC1:

TOP TIER

  1. Strider Hiryu
  2. Red Venom
  3. War Machine
  4. Wolverine
  5. Gold War Machine

BEST OF THE REST

  1. Chun-Li
  2. Hulk
  3. Zangief
  4. Venom
  5. Megaman
  6. Gambit

NICE AND DECENT

  1. Spider-Man
  2. Captain Commando
  3. Ryu
  4. Lilith
  5. Shadow Lady

BUPKIS

  1. Captain America
  2. Roll
  3. Orange Hulk
  4. Morrigan
  5. Jin

Don’t know if this infinite has been posted already but heres one for Gambit:Fierce Kinetic Card->lp.lk(repeatedly in the corner).If you are feeling dirty you can do an air combo of your choice if you like.

Gambit has a coule other ways to go into his infinite. Near the corner you can do his punch throw and go into it off that or you can do it off an air combo. I think the combo was launch sj jab,sj.sk,sj.fk,sj.rh,sj. fp OTG then jab,sk infinite the air combo had to be delayed and i think it had to be in or near the corner.

ROFL :lol:

i used to visit that site when i started playing MvC1. It had the only listing of combos and supers that i could find outside of gamefaqs, and the guy seemed to know what he was talking about. On top of that, he supported my anti-cheapness mantra, which was a natural side-effect of my sucking ass at MvC1.

Even more amusing than looking at that site now is to remember what USED to be posted there. It seems that he has edited a lot of the stuff out, but there used to be a page about what is cheapness and how you shouldn’t use dishonorable tactics or characters. Every character had a little summary at the top of the page, kind of like the summary on CamAmerica page, but it seems to have been taken out of the site. Those summaries usually sounded like:
Wolverine: Capcom has finally toned this cheapo’s dream character down. Now, his cheap moves have been left useless and the dishonorable players who used him are easily defeated by intelligent opponents.

He seems to hate any combo into super that doesn’t require six hits first, as is evidenced in his diatribes against how you can combo Berserker Barrage supers so easily.

Oh, and there used to be a clause in the Chun-Li section that said, and i quote from memory, “Never use the air demon super in an air combo, it is dishonorable and cheap”

Personally on top tier i put gwm 3rd and wm 5th 2nd tier i put gief and venom above hulk and maybe gambit as well with how good his launcher was and infinites off air combo and throw not to mention duo team chip ability. 3rd teir i would put ryu and cap com above spiderman. ryu’s dash sk beat most wolvie and strider dash in’s giving him a pretty good counter to those two not to mention gief he didnt need to shake out of geifs strong throw and he could escape the triple option fairly easy.

  • Without a good partner, GWM isn’t much. For example, GWM/Venom doesn’t really work. Why? Because you don’t get a real reason to HAVE to block WD in a duo. Fast characters can dash jump out of mashing QCF+KK. War Machine has something of a braindead battleplan (fly around and hit fierce, occasionally down+forward) that works.

  • Hulk is really good. His battleplan is usually “head to the corner and chill”. Venom beats him, and fights with Zangief usually break down to “who jumps first”, but he stands a good shot against most rushdown oriented characters.

  • Ryu is only workable in R-Ken mode. He does have a good dash short (and a good throw), but Spidey outprioritizes him and has a good mixup. Commando has decent patterns (s.fierce xx sho), but only really shines as a somewhat decent DWM counter (and his effectiveness as that is debatable, even).

Some Useful Tier Info…
The tiers in this game are a little confusing do to several odd matches. There is no clear character that give you an advantage in all matches. Check this:

Wolvie > War Machine
Keeps that flying SOB off the air and on the ground.

Red Venom > Almost Everyone…
Sad but true…

Gold War MAchine >>>>>>>>>>>>>>>> Red Venom
Heh…still…my favorite match.

War Machine/Gold War Machine > Hulk/Zangief
More movement/priority then they can handle.

Strider > Gold War Machine
Yep…way better than Chun-li’s easily dodged bubble.

War Machine > Gold War Machine
Assist + Whatever Super is most appropriate, + excellent duo’s against him.

Strider = War Machine
The better fighter (duo) will win.

Strider = Wolverine
More accurately aggressive fighter will win.

Chun-li > War Machine
Played correctly…she can counter duo’s and his flight.

Gold War Machine >> Wolverine
Another favorite…awesome counter character

Everyone shut up now about who is the “best” character.
Playing odds, Red Venom would be the best choice, but GWM can bring him down in a second. There is no best character. (except “MY” War Machine…ha!)

In case nobody mentioned it, if you go to the character select screen, highlight Zangief, then highlight the characters in the order shown at my avatar (you should reach Megaman when you finish), all you have to do is tap right one more time while highlighting Megaman to choose Megaman’s adorable lil’ sister, Roll.

Because this is an MvC1 resource thread, let me concentrate on the unique stuff. This is the only game Capcom has ever made where Roll can do the Double Final Atomic Buster with Zangief. This is also the only game where you can Duo with Roll and Megaman. If you have Lou as assist, it’s the official “invasion of the little people!” :stuck_out_tongue:

When it comes to finding a good top tier to work with Roll, remember that GWM doesn’t work. GWM needs to tag out when he’s in the middle of eating super or if he’s about to lose royally, and he needs somebody a lot more reliable than Roll to come in.

Not everything I know, but from this you can probably tell I don’t know much :lol:

I still like Hulk on GWM… call me crazy, call me what you will… but it’s SO FUCKING EASY to superjump cancel his s.fierce… if you are willing to be patient enough to get in range to do it, s.fierce and Gamma Quake fuck up GWM a lot. Hulk on WM is assworks, though.

Lilith/Strider = best team that nobody used.