Figured this might spark up some interesting conversation. This stuff isn’t always talked about really and I’m sure there are probably a few people out there that can contribute that haven’t already.
Here is the thread with all the stuff me and the other low tier players in the mvc2 forum have added I think it’s a nice read:
http://www.shoryuken.com/forums/showthread.php?t=87568
If you want to discuss low tiers in mvc2, viability, strats, tactics, comboes ect. I think this could be a good thread. It may be better for you to post here even if you are replying to something in the original thread because FGD probably gets alot more readers and thus more conversation may spark.
I will now repost my original thread starter:
Hi I’m Higher-Jin
I know how hard it is to find information on low tier characters in MVC2 and actually for the most part you may have to find out alot of the info out yourself
I wanted to make a low tier thread so all the low tier players can come together and anyone curious enough to try out low tiers can get some good data.
In order to be succesful with low tiers you have to be willing to put more time into them you have to be more technical than most simply because alot of low tier characters have very specific strenghts and tend not to have stuff that is so easily exploited.
A great starting point on learning a low tier character is their stamina and frame data.
Here is the Stamina Ratings
Stamina Tiers: (originally posted by magnetic hail in srk, but he did not make this)
the life bar is 143 points longs. The average jab does about 4-5 damage, and the average fierce does about 12-16. Dan’s suicide move (Otoko Michi) takes off 100 points of damage. From highest to lowest, the stamina tiers run:
75%: (highest) Sentinel
81%: Colossus
87%: Blackheart, Hulk, Juggernaut, Zangief
93%: Captain America, Dr. Doom, Omega Red, Rogue*, Silver Samurai**,
Thanos, Tron Bonne
100% (average stamina) Amingo, Cable, Captain Commando, Charlie,
Cyclops, Gambit, Guile, Iron Man, Jin, M. Bison, Ruby Heart, Ryu,
Sakura, Venom, War Machine
106%: B.B. Hood, Chun-Li, Hayato, Jill, Ken, Magneto, Megaman,
Sabretooth, Spiral, Storm
112%: Cammy, Dan, Dhalsim, Felicia, Iceman, Pyslocke, Shuma Gorath
118%: Marrow, Morrigan, Sonson
125%: Anakaris, Spider-Man, Strider, Wolverine
137%: Akuma, Roll, Servbot, “Bone” Wolverine (aka Bonerine)
- Rogue takes 46% damage upon receiving “Defense Up” from her Power Drain.
** Silver Samurai takes 117% damage if he uses his lightning power-up once or twice. Should he use his lightning power-up three times in a row, his stamina will return to 93%. Silver Samurai takes 46% damage if he uses his ice power-up once, twice, or three times in a row.Silver Samurai takes 140%! upon using his fire power-up once, 117% after using it twice in a row, and after using it three times in a row, his stamina returns to 93%.
dunno who originally wrote that but i found it lying on my pc, i think from some site…
and here is Joo’s Mvc2 Frame Data
http://www.video-opera.com/features/mvc2/mvc2-joo.php
yes i know it’s stickied.
Here is another piece of information that is important to know:
Mvc2 Special Move “glitch”/property
It really isn’t a glitch but it’s important and it makes special moves work in a way you probably didn’t think they did.
EDIT: Another thing I recently found out, is that you can’t cross up with a assist if they are in blockstun.
Pro Tip: If you can’t get a friend to help you and you can’t move your hands fast enough to test it out or do 2 controls at once
here is a good way to do it with 2 controls:
Do a move with one character, press pause with that control
then get the other control quickly press start on the first control then press start on the second control
now all you have to do is un pause on the control you now have (should be the second control) and do your move , or block or whatever.
This comes in handy because it’s hard to press start on control 1 and then move on to control 2 and input a command at times.
The Low Tier Rankings List (this is just personal opinion if you feel you want to correct me go ahead)
Tier 1
–Top–
Omega Red
Rogue
Dhalsim
Juggernaut (with glitch)
War Machine
–Middle–
Anakaris (ranking may differ on the whole arcade 300% combo thing)
Megaman
Morrigan
Venom
Strider (NO DOOM!)
Silver Samurai
Son Son
–Low–
Colossus
Hulk
Ice Man
Ruby Heart
Cammy
Tier 2
–Top–
Marrow
BB Hood
Bison
–Middle–
Charlie
Wolverines
Spiderman
Jill
Hayato
Chun Li
Shuma
Amingo
Sabretooth
Gambit
–Low–
Captain America
Sakura
Guile (he could be bumped to middle even just for his good match against sentinel)
Akuma
Ken
Ryu
Thanos
Tier 3
–Top–
Zangief
Servbot
Jin
–Low–
Dan
Roll
(A space indicates i think that a character is better than another even though they are in the same category)
Avoiding the Unblockable
Here is a quick list of low tier moves that can attempt to avoid the unblockable (this is for super jump mode)
Felicia: Wall Cling , Dp + K in the air
Mega Man: Wall Jump, Dp + Lp right before he lands on the laser, he’s too short to be hit by the rocket punch on recovery.
Shuma Gorath: Mystic Smash
Wolverines: Dive Kick so they wont’ know when you’ll do a real super jump and it alters your decension, Drill Claw, Wall Jump
Thanos: Knee Dive , Do Air Tackle before the normal jump screen you can block afterwards
Dan: Do light kick kyaku to delay the landing, block afterwards
Guile: Flash Kick
Amingo: Onion Dash might work i’d do it before i get to the normal jump screen.
Ken: Don’t think he has one, Upper cut might work right before the laser I’d suggest Hurricane Kick Over to him before then so he can’t set it up.
Ryu: Hadouken to slow decent if he tries to rocket punch xxx shinkuu
War Machine: Air Dash/Smart Bomb/Fly xxx Unfly
BB Hood: Double Jump, Cock Tail before Laser does too
Son Son: Air Dash, Fierce DP into Stick Super, Air Monkey Projectile
Marrow: Missle Super Stops it Cold, Bone Rang, Double Jump
Silver Samurai: Air Projectile
Ruby Heart: Ball Special, Ball Super.
Sabretooth: Wall Jump
Charlie: Razor Kick before lazer
Akuma: Air Fire Ball, Dive Kick
Zangief: SPD in the air to mess up timing, Lariat before rocket punch might work.
Ice Man: Artic Attack, Ice Beam in the air to mess up timing, Ice Ball
Gambit: Air Kinetic Card to mess up timing
Anakaris: Air Curse to mess up timing , Coffins, Air Dash to mess up timing
Hayato: Diving Sword right before lazer should work, diving sword just to mix up timing
Jin: Dive Kick MIGHT work doubtful
Captain America: Shield Slash to mess up timing, Double Jump
Spider Man: Max Spider, Web Dash, Air FB to mess up timing, Wall Jump
Juggernaut: Splash might work
Bison HP Teleport should work, Scissor Kick, Flight mode/Fly xx Unfly
Morrigan: Upward Air Dash, Air FB to mess up timing, Dive
Sakura: Air Fire Ball To mess up timing, desperation Dashing Uppercut before laser
Venom: Hp venom Fang, Web Swing
Jill: Tackle before normal jump screen (she takes a while to recover but she does eventually)
Hulk: Air HP to mess up timing
Cammy: Double jump, Desperation HK cannon drill before lazer
Strider: Air Dp+ Punch move, Horizontal qcf+ attack move, double jump, wall jump
Rogue: Air Dash, maybe dive kick
Servbot/Roll: air fireball to delay
Chun: Lighning kicks to delay, triple jump, wall jump, air dash
Omega: qcf+ attack move, air dash foward before lazer press back before he cancels into rocket punch.
UPDATE:
Throw Mashing: This is what Zaza told me in his wolverine thread
Quote:
ONE of these days I’ll get back to this thread properly. Until then, I’ll answer Higher-Jin.
Usually, mashing (which SHOULD be called ‘wiggling’) is less in the buttons and more in the stick. This would be useful if everyone were southpaws, but since most people are right handed, they put more emphasis on the buttons.
When it comes to wiggling, “make the wood clack” is what I usually say (meaning: wiggle it fast and hard enough to knock the wood around the joystick). That’s step one.
Step two is learning to respect a stick’s neutral position. People that play P-groove or 3S know what I’m talking about here. You can’t parry instantly by going from block to forward. Well, you can… but it requires a smooth motion from back-to-neutral-to-forward. An easier way is to operate in neutral. Most people operate their defense from the back or down-back position.
All in all, if you want to become a parry fiend (or are preparing to parry), then stay keen and watch for what’s coming. Operate your defense from neutral to get them off steadily.
WHAT’S ALL THIS GOT TO DO WITH MARVEL, JOE??
Step two is: instead of making the wood clack (don’t try to skip step one… make the wood clack first!), respect neutral and wiggle that way. The CPU will respond to the movements quicker if you wiggle with it in mind. In other words, step two is to NOT make the wood clack.
Now the BUTTONS are a different story. I have a theory about the buttons that works whenever I care to test it, but I rarely do. The only useful and systematic way to accelerate mashing with the buttons is a 'lil thing I call “rotation.”
Take the four buttons your point attacks with. Start at LP and rotate clockwise (from LP to HP to HK to LK back to LP again). This can be done with your index (LP) to middle (HP) to ring (HK) to thumb (LK). One you’re in that position, you can actually rotate clockwise or counter-clockwise. But it’s what works best, depending on how fast you get rotations.
OF COURSE you can learn to “palm” the method and OF COURSE you can TRY to skip a button to increase rotation speed… all I’m trying to point out is that perhaps Capcom intended for its CPU to process the phenomena (which is actually our theory) of “random mashing” this way. I’ve always been about precision when it comes to fighting games… this is the most precise I’ve gotten when it comes down to it.
Don’t take all this to the bank and expect me to be #1 MASHA!! It takes energy. Like I said before: sometimes I can do it well (damn well) and sometimes I can’t. So
Anyway, hope that helped.
UPDATE!
Strategy for certain fireball characters and their assists
Viscant talked about this a long while ago so I should talk about this with you guys. He used the examples of bison and marrow. He talked about for example how bison would do his hcb+hp fireball and if they attacked him he could pushblock them into the exploding ball. He also recently said that he would use marrow’s bonerang assist with sent and push block jump-in/square jumps/air attacks into it and get a free combo off of it.
Obviously this can be applied to more than just marrow and bison. He also mentioned charlie does something similar with his sonic boom but it applies to most characters with a slow fireball and it might be possible to be able to combo something off of it when combined with a assist. Basically this strategy should be experimented with if you are playing a character that has a fast recovering fireball or one that stays on the screen after he recovers. It’s probably not even limited to that and it can be probably applied in other ways aswell.
Other great ways to use it probably involve stuff like amingo’s projectiles that are unblockable. With Jill you can probably call a LK zombie and pushblock into it thus giving you a free combo. Also another thing that comes to mind is perhaps pushblocking into Ruby Heart’s sublimination since she recovers well and possibly her ghost if they avoid it. There are alot of possibilities with this strategy which I haven’t really seen documented. I just wanted to let you guys know.
That about does it.
Post up about specific character and i’ll prolly share any info i know and hopefully some people who play those characters will come in and post some strats aswell.
I might do character specific strats myself.
thanks for reading hope some peeps post up