What happened to this thread? An interesting strategy helper begins, people fuck around, then its abandoned? Whatever, I’m putting in my own two cents.
Only using low-tier matches, BTW. Pretty sure everyone is sick of God-tier.
- Krumster vs Blue
[media=youtube]LvHxVYuDxNE&feature=related[/media]
Match starts out fairly defensive from blues side, with Rogue looking to get in first lick of ass. She ‘whiffs’ an air qcf+P attack only to remember the threat of Sonson team’s Capcom AAA assist. Sonson proceeds to play keep away with projectile and Capcom, a good idea. Put when SonSon eventually gets too close for comfort, Rogue whips out Tron projectile assist, earning the advantage (and a piece of ass). This eventually leads to rushdown for the rest of the match, with Rogue making good use of divekicks and mix-ups amongst the confusion. Sonson wisely switches to Jin before her demise however, but Rogue is too fast, too powerful, too RAPE. He plays a retreat and hit game, though, taking advantage of his higher attack power. Note how he stays mostly airborne to avoid overhead and Tron cross-up attempts. He kills Rogue with less than 50% left. Omega Red enters the fray. Jin holds his own with solid blocking, but is eventually picked at with rushdown and abuse of Tron assist. Jin retreats. BAD IDEA - the recovery time after the switch gives Omega a free taste of ass - goodbye SonSon. Should have used a counter or done it under safety of an assist. We now see the match almost totally in player 1’s hand. Jin can merely be chipped to death, and Capcom is severely injured from the gradual damage over the course of assisting the points. In summation, Player 2’s decision to play defense at the start and test the waters was wise, but was ultimately a bad decision to do it throughout the match. Player 2 should have started offense as soon as he got Rogue to clam down; none of these characters are particularly meant for defense. Don’t be afraid to bait and attack, being too defensive or counter-dependent can lead to gradual rushdown as the player is lead to thinking he can be aggressive as much as he wants.
- BoyUzi vs some God-tier whore
[media=youtube]WidDbg1soFI&feature=related[/media]
Good play on Player2’s side, here. BoyUzi is a MvC2 player I’ve been watching recently who has good grasp of the game mechanics. Even better, he uses mostly low-tier! I don’t particularly like his remix music, but there is a volume button:bgrin:
Match begins with Spiral doing her thing and Storm using assists to gain the upper hand. Soon a well timed Hailstorm is inflicted on Spiral and results in Storm team gaining the advantage. With the momentum shifted, she calls Sent and goes for rushdown. Spiral, her game snuffed, is whisked away. This is an important factor of rushdown; momentum at the beginning of match. Gaining a well timed super (luck?) boosts the option of rushdown into the player’s mind. And why not, in any fighting game when you have injured your opponent and are in a position to press rushdown you proceed, do you not? Still, this applies even more to Marvel, where gaining an early advantage can spell potential doom and a downward spiral of rape for the opponent. As far as I can see, though, Spiral didn’t necessarily do something wrong, so much as her opponent either predicted her sword-summoning special and countered or got lucky. Anyway, B.B.Hood is taken care of in short order; her keep-away game in no dent to the keep-away/rush-down game of Storm. Rape ensues. But now it gets interesting. Hulk enters the fray, half-beaten but still breathing. A failed gc gives him the opportunity to grab and corner Sentinel. Gamma crush counters ensue, with Sentinel AND cable falling. They don’t perish without delivering some tasty chip damage though, giving Storm the needed initiative to hailstorm and eventually get a game-finishing blow. However it goes to show how giant characters are MvC2’s secret to comebacks. With Hulk’s offense, defense and well-timed counters he made an crushing comeback. Good shit.