I just started playing this a couple days ago and would appreciate anything you can offer under the guise of advice.
I’m playing Chun li and Red Venom. Don’t ask me to change them if they’re bad, I just want to know how to play them well.
I just started playing this a couple days ago and would appreciate anything you can offer under the guise of advice.
I’m playing Chun li and Red Venom. Don’t ask me to change them if they’re bad, I just want to know how to play them well.
Red Venom, he has a good and bad side. First the good ones, he has an infinite, can move pretty fast. The bad side is, he takes more damage. Oh man!
You don’t need to change this team at all. Red Venom fucks up everybody in the game, one way or another. There’s different things he needs to do for different characters, but everything should lead to one of his infinites or the other guy completely getting kept out by RV’s sick normals - health handicap is overrated cuz if your RV gets hit often ,you’re doing something wrong. Taking chip damage is a problem, though. Punch throw cannot be teched.
Chun Li is good, too. Just outside top 5, IMO. The way I see it, only characters the team could possibly improve with would be Strider or Wolverine. Psylocke helper works best for RV and is good for juggling/pressure/chipping/tricks/etc w/Chun or whoever.
Not much time to spare so sorry if this is a little too general. Maybe I’ll get into more detail sometime later.
Okay, thanks. What would be the infinite and setups for RV, and who does it work on?
And how the heck do I outprioritze Strider or Wolverine? I can’t find a normal with Chun li that beats out Spidey either.
RV has 2 main infinites that I know of:
j.fp -> j.rh juggle. This is easy and can be done anywhere on the screen and moving towards/in the corner. There are FS-based setups but the easiest setup I’ve seen and done is combo to s.fp /\ link to j.mk -> j.fp -> j.rh, j.fp -> j.rh, j.fp -> j.rh, etc. This works on everyone and only needs a modifaction (add j.mk before j.fp) on small characters and to switch up the combo in order to fool the game into thinking it’s not an infinite.
c.mp -> c.fp juggle (FS combo, in corner). This is somewhat easy as well, but timing can be strict on some characters. It can be setup by doing a slowly timed air combo (end with sj.fp) in the corner, followed by otg c.sk -> c.mp -> c.fp -> infinite. Doesn’t work on Captain America for some stupid reason, tho; at least not for me. Hard to otg this chracter.
Either combo can be started after punch throw, which is a big reason why RV is so deadly. One throw can potentially kill the whole team - Guard break on next character is pretty much free for RV, but I can’t remember for the life of me exactly what it is. j.sk -> j.mk… maybe? It’s been a few years since I’ve played this game with any kind of purpose.
Chun Li: Strider or Wolverine is a tough match but not impossible. For the most part, you don’t want to be on the ground because it’s tough to start any kind of decent offense against their ground-based normals. And getting hit by any generally means you’re losing at least 40%. She needs to stay on top of them with her air normals. Things like j.sk, air throw (good range) and stomp work well. j.sk on a jumping character is a free air super. Stomp can be cancelled into fp or rh, which in turn can be linked to some kind of high damage combo - preferably combo to air super. Both moves have good priority but you should watch out when attacking a grounded character from the air because block stun dissappers quickly and you can be thrown if you’re not careful. Also, s.rh is a good anit-air normal, even tho the horizontal range isn’t so hot.
Don’t forget the helpers are there, too - useful for both offense and defense.
RV is seriously good… But… He has one ‘seriously’ bad matchup. Gold War Machine. Unfortunately, there just isn’t anything he can do against Hyper Armor.
RV has 5 infinites, but a couple aren’t practical. Those two listed corner infinites are his best, but his jumping infinite is better than his c.mp -> c.hp. If possible, always go for the jumping version… It’s possible to transition from the Bouncing Inf[c.fierce inf] into the jumping inf, as well.
The only other infinite I’d consider looking in to is his Relaunch/Non FS Jumping Infinite, and only if you’re going for ‘top’ competition. It’s hard, but, it works Mid Screen, and leads into his FS Jumping Inf. The idea, is pace your air combo slowly, then end it with a sj.roundhouse so that it barely nicks them, hitting them only once. It will send them down fast, and you can land, jump, and catch them with a j.short… Once you do that, you can rep [ /\ j.short -> j.strong -> j.forward -> j.roundhouse(One hit) ], once again by pacing the series slowly.
His guard break is j.fierce / s.fierce, though. His j.fierce is such a sick normal… He has a few absolutely nuts normals…
J.fierce: Retardedly good Air vs Air if they’re above you. Priority up the ass, good damage, crazy fast, crazy range, and it can be chained into his j.roundhouse, possibly letting you rejump and go into his FS Jumping Inf[Master of the Messatu showed me that his FS Jumping Inf can actually work midscreen too, on some characters… You have to do j.fierce -> j.roundhouse(More than one hit) / [ /\ j.forward -> j.fierce -> j.roundhouse] though. Landing that off of a normal as useful and effective as j.fierce = Stupid good.
j.roundhouse: Just as retarded priority Air vs Air if they’re equally as high as you. Plus, it comes out fast, hits multiple times, and recovers fast, so you can spam it during SJs, if you’re trying to catch someone who SJd.
c.fierce: Hits like, half screen, with more of his sick priority. Also does very good damage. This is like, the best poke in the game x 1000.
c.roundhouse: Not bad range, but not ridiculous like his other moves. But, it comes out crazy fast, and recovers crazy fast, so you can OTG after it into launch, into inf, ect ect dead.
c.strong: Not crazy good, just good, because it recovers so fast, and has decent range. This move gives you ‘serious’ frame advantage(I.E.: If they block it or get hit by it, you recover from the animation before they recover from block/hit stun. Much sooner.), a ridiculous amount on Hit(You can walk up and hit them with a jab, ect ect). Great for tricking into ticks.
Now, don’t get me wrong, all his normals are good, pretty much… But these ones are just too good to not mention.
As for assists, I prefer collossus. Gives you more time to react, esp if you use it defensively and trade hits.
Also, why do you need to switch up the combo? MvC doesn’t have Undizzy Safeness, does it? Pretty sure you can [ /\ j.fierce -> j.roundhouse / ] them all day without the game doing anything.
Thanks, lots of good stuff.
So, if RV has problems with G. War Machine, how does Chun li fare against him? And what are her worst matchups?
I believe RV vs GWM can be 5-5 IMO, if played the right way. GWM is slow and RV can fuck him up and get out of range before GWM gets a chance to trade hits. On the flip side, RV takes stupid amounts of block damage but if he manages to survive the duo, he’s in control of the match because he will beat the other character. This is all provided that RV is packing Psy helper; otherwise, he’s probably gonna lose.
Chun Li isn’t so great vs GWM. Kikosho is a scrub tactic cuz GWM can either sniff it out and float or he can tag at the right time and the other character (probably WM or Strider) will take one meaningless hit and fuck her up big time while she’s recovering. I honestly don’t know what she can do in this match unless she starts with a lead, which is unlikely - GWM is a starting character and is pretty much worthless minus the duo. So I don’t know what to say here. You better have a lead and run away if it ever comes to this.
Undizzies started in mvc1 as an alternative to dizzy. Works pretty much the same as in mvc2 but it’s easier to fool this engine because of “uncombos” (stuff comboing legit but the meter and damage reset). As far as that combo goes, I think it’s a side-specific condition, but it does uncombo after X amount of hits, as does Gambit’s infinite and few others I can’t remember.
Collosus sucks. :tup: He gets out-poked by all sorts of shit, can be rolled from at certain points, and is very predictable. Psy/Lou/Michelle Heart >>>>> Collosus. Even Devilot, as a gimmick, I feel is more useful than Collosus.
Rogue is a hot assist. Fun to mess around with her.
I honestly don’t remember undizzies in the slightest during my MvC hiatus… Are there multiple versions of MvC? Is this a Console Only thing? Is it just ‘really’ hard to come by?
Well, yeah, Collossus does get trumped by some stupid shit. Easier for newer players to use, though.
Jugg is way more fun to mess around with, I gotta say, though. Jin+Jugg nOTG loops = Fun. Yeah I scrub it up with Jin 'cause I don’t really take the game seriously… =/
However… I have ‘never’ seen the RV/GWM matchup as anywhere near close… o_O How does he pull that off? I mean, j.fierce works pretty well in my experience, but GWM can just play annoyance from his own j.fierce range and meter-build for that pain in the ass duo. RV can’t inf him, can’t super him, can’t use his hot c.roundhouse… Does c.fierce work well here? Seems like it would be a little too susceptible to trading hits… I mean, for all intents and purposes, GWM can guess-trade with like, 1/4th of your hits and still come out on top, all while building for his duo…
Undizzies were definitely there and I don’t know if there are any more than one release of the arcade game. I never liked the home versions, to be honest. It’s messed up in one way or another, even the DC version. So this is definitely arcade related.
As far as RV vs GWM, I’m not saying RV wins this match; only that I feel it’s much better than what popular opinion states: 5-5 at best, IMO. What makes this match even possible is Psylocke helper. No other assist can hold and damage GWM long enough to slow down a trade attempt. Everything else either gets beaten too quickly for it to matter or is almost useless in this match. It’s only 5x per match but that should be all you need to get in, do what you can, and get out. Things to remember are that RV can also jump to the other side while GWM is getting hit and do shit from there. Throws are free if you get into that kind of range and you can follow afterwards. I think c.strong (the massive frame advantage normal) works well here. Good for ticks, too.
Another thing you need to remember is that you never want to attack unless GWM is already doing something. In addition to really bad trades, some GWM normals are ridiculously good and will flat out beat a lot of yours. Also, GWM takes a while to get off the ground while jumping. Use that against him.
A handful of Psy hits + attacks will build meter quickly for both sides. Once it hits 2-3 levels, the match changes anyway, no matter who stays after the duo. If RV survives past that point, his team will probably win. It’s all in how careful RV and GWM play it and which helper each one carries. mvc1 matchups are never about one vs one anyway. That only happens after 2 characters and all helpers are gone (not that often at high level)
This is all on memory, btw. It’s been like 5 years since this game meant anything so if I’m wrong, I can handle that.
Well… Thanks for the input. I never used Psylocke a lot, but with that application(Grounding/Slowing him), I can see how it might work.
Throws never really worked for me vs GWM, though… No real way to follow them up… I ussually just followed with a c.fierce and backed off. Other stuff ussually ended up in getting traded with, or getting thrown[I.E., the Throw, s.jab -> Throw tactic wasn’t a good idea… =/ ]
Either way, it’s all good. Some people still play it(Not me, admittedly), so it still does some good to know.
Thanks a lot. Great ish here. :tup: How did you manage to remember for all this time?
mvc is a dumb game.
reasons why:
undizzies only work with p1.
uncombo.
damage for a lot of supers = insane.
duo’s.
the team you’re playing is pretty good imo, i like chun a lot… shes my best character in the game. some tips: use collosus(best anti air helper in the game if you ask me and works well w/ chun), once you hit with collosus jump -> air dash, jab -> short xx qcf+kk, use chuns head stomp a lot, its too good… also abuse the fuck out of her air super.
mvc is stupid because of Strider, RV, and GWM. Eliminate them and the game is really fun. Still not really that good, but much better. Every other match is at least winnable with the exception of a few near 10-0 matches, but what game doesn’t have those? Besides, this game is fast. If a game’s not fast, what’s the point? :tup:
I have no clue how I remembered most of that shit, tho. Guess the memory got jogged. Anyway, is the game any good online at all in terms of lag? I tried it on Kaillera a couple of years ago and was completely turned off by it. I’d love to start playing again but only if it’s playable. The only other option I have is at the Break but that place is a ghost town lately.
kaillera isn’t bad, just find a good server and people that dont have shitty pc’s
Yeah, some days it’s great, other days it’s not so great. I think the hard part is finding good competition and tournies. I haven’t come across either.