MvC2 small talk

Both statements are incorrect. Crossups and unblockables are completely different. Unblockables are attacks that the game engine does not recognize as able to be blocked. Crossups are merely attacks that hit behind a character and can be blocked easily by holding forward. An example of a crossup is Storm’s grounded lightning attack vs an incoming character. By timing it so the character lands on the lightning attack (as it is about to go by), the attack hitbox is behind the character and can be blocked by holding forward.

There are many unblockables in MvC2. Magneto’s cr lk vs Sentinel who is about to land (Magnetro made a video as proof), Doom’s cr hk, Cable’s 4th bullet (s hp - when the opponent is about to land), Morrigan’s Darkness Illusion vs an incoming character in corner (discovered by Josh 360).

There are also DHC Unblockables: Many different supers DHC Proton Cannon vs incoming character in the corner. Also, when a DHC is timed to.activate exactly one frame before a projectile makes contact with the blocking character. For example, Psylocke shoots a Psy-Blast, 1 frame before it reaches the defending character, DHC to Hail Storm. Unblockable (doesn’t matter whether the defending char is in sj, nj or on the ground. Shuma’s Mystic Stare (eyeballs) can be unblockable. Simply hit with the stare, the eyeballs stick to the character. Any DHC will force the eyeballs to instantly explode resulting in an unblockable. Tag outs using that Shuma eyeball setup are unblockable as well. Jill’s Flame Zombie is Unblockable. There are many setups.

There are more unblockables too, but those are the ones I remember.

Sorry, I thought that was what a crossup was. What makes stuff like cable’s hp to air hyper viper beam unblockable or how does it work?

re: cable unblockable bullet

really hard to time, but the last shot of hpx4 is unblockable on a falling opponent

There is a flying screen guard break / unblockable where you hit the assist with something that triggers flying screen, and it causes the pointman’s block to fail. One example is Jin typhooning an assist onto the pointman, then doing his Bloodia punch super. The last hit becomes unblockable, and because the point character was blocking the typhoon he can’t get away. Both of them get hit.

People actually treat that eventhubs tier list as relevant?

Outside of top 4, I always thought that tier list was another way of saying character roster, and top 4 is wrong

I posted the event hubs tier list to show just how irrelevant and inaccurate it was since someone else brought it up. Very little in it was accurate. It’s absurd.

No need to apologize. I enjoy sharing knowledge about the MvC2 engine.

You are referring to a Guard Break. That is a third category. It is different from both an unblockable and a crossup. A guard break occurs most often when a character is in normal jump mode and that character blocks one attack or a quick sequence of attacks. After that happens, the defending character goes into freefall and you can see Theo arms go up indicating that their guard has been broken. That character is able to call an assist, but they can’t block before they land. The Cable Guard Break you mentioned works by that same principle: Cable forces the character to block the j hp, then Cable waits a moment, AHVB.

There are anti-Guard Break techniques which disrupt or nullify certain GBs. Against Cable I alternate between taking the gunshot hit (I purposely don’t block, then I block the AHVB if Cable doesn’t react fast enough), and pushblocking the gunshot, then either blocking, teleporting, lightning attack upwards, flight mode, etc.

Example: [media=youtube]HX8dKrZYScI[/media]

Escape from Guard Break: [media=youtube]wDUfr8KiX3U[/media]

Iceman Guard Break: [media=youtube]is-R-TdxuUA[/media]

Charlie Guard Break (match start): [media=youtube]A3X1pnDyL9E[/media]

Ruby Heart - Guard Break escape: [media=youtube]Vfkq0iqelXE[/media]

That is a great example of an unblockable. A similar unblockable occurs in some instances where Magnetic Shockwave hits an assist while the opposing point character attempts to block. In this video example, the Shockwave hits as an unblockable in the midst of a double shockwave combo: [media=youtube]LK3rKJTEW98[/media]

Jin Unblockable (this is one of the most impressive/creative mid tier combos I’ve ever seen in a match): [media=youtube]c9EHYOsSXpk[/media]

Jill 2x Unblockable 100% Sequence: [media=youtube]4L66aqLdnYo[/media]

The secret to getting the flying screen unblockable/guard break to happen is to have the assist get hit before [and or possibly at the exact same time as] the point-man. Before is guaranteed to work.
If my assist is about to get hit by a bloodia punch, I superjump if possible to avoid BOTH of us getting plowed.

I’m stealing the second combo. Hulk-b, Storm-y, Jin-b FTW. The only change is that I’m adding a call of Storm-y so I get a double crush.

Upon further review, the guy that ate the Jin-b unblockable was in the corner after the tag combo otg. What would have been a better follow-up off the tag was a dash in dlk, dhp, into infinite, or since he was low on health, air combo. Then he wave back-dashes, dash jumps and guard breaks. Not like the guy can’t get guard broken in his scenario, just that he’d have 1 more bar since he didn’t gamma wave. Oh well, the Gamma wave in this situation sets up the guard break perfectly, and he still has enough meter for another double crush. That guy’s going to lose the next character and the match to Hulk in the next 2 game seconds because he doesn’t have over 90% health. Even if he unknowingly lets him off the hook, barring unfathomable carelessness, I don’t see any way for Hulk to lose. Hulk + Jin in this situation = a hopeless match in most cases in your favor.

Jin-b unblockable? Jin’s blodia punch can hit unblockable, not his b assist. I’m not sure if you wrote ‘b’ to denote blodia, but in most cases -b after a characters’ name refers to their beta assist.

The player was not in the corner after the tag combo OTG. It appears that the player was in the corner because Jin’s blodia punch activates horizontal screen lock which essentially creates a pseudo-corner temporarily midscreen. I have used that fake corner setup to do the Doom Infinite and the Psylocke Psy-Blast Infinite midscreen. I always found it fascinating that there is a setup whereby corner-only Infinites can combo midscreen.

Example: [media=youtube]YjWcVGz4sqk[/media]

Unfortunately Jin’s semi Infinite (s hp, walk forward cr lp either doesn’t work after an OTG after blodia punch, or the timing/spacing is exponentially more difficult) does not work using that setup. Unless of course you were referring to Jin’s superjump Infinite. In that case, Jin’s sj infinite only works vs massive characters and is one of the hardest Infinites in the game. The cr lp, s hp Jin-finite may be able to go all the way to dizzy, but the most I’ve reached is 16, and it appears that even with walking forward after s hp every rep, the cumulative pushback is insurmountable.

My bad, one of those rare things I didn’t know. That’s actually MORE disturbing though, as that might make it possible to do Hulk’s corner killing infinite mid-screen. Perhaps someone can test this.

It is quite useful to create a fake corner midscreen. Deadly as well. I also have used the Jin horizontal screen lock setup to do Amingo’s Infinite midscreen.

I will test the Hulk gamma charge Infinite on the horizontal screen lock. What are the inputs of the Infinite? What characters is the Infinite easiest to do on?

Thought I should post this up. Sometimes, little things happen in matches that make you sit down and go, “…huh.” I put some liner notes on the page itself.

[media=youtube]xcx0M7ngPK0[/media]

*Originally posted by Deathfist *
Hulk corner infinite:

1] Ducking hp [1 hit only]
2] Vertical Gamma charge, uf + lk [redirect], hold down immediately
-For the first hit I like the hk version for the first rep or 2 then shift to the lk one. Both work so play with it to find the one that works the best for you
-Second hit MUST be a lk variant.
-DO NOT forget to charge down or downback IMMEDIATELY after the entry of the redirect or you will fuck up the repeats by not charging long enough.
3]repeat step 2 indefinitely.

Copied from the Hulk Infinite Thread. He had an interesting take on it. He doesn’t remember who’s the easiest to try it on, but he mostly tried it on Cable, so maybe either Doom or Cable will work the best. Everyone’s infinite combos seem to work best on Doom outside of Sentinel. In a situation like this, he’d recommend doing a dashing dlk, dhp then initiating it.

When executing the infinite, the light vertical gamma charge isn’t a knockdown, while the hard one is. The hard one is harder to work with, but is safer if you screw up. The light vertical charge is easier to time in a stable fashion, but is very dangerous to screw up since it isn’t a hard knockdown.

Say, is there a limit to how many air actions you have in this game? Coming from MvC3 where everyone gets 3 actions at most, I swear I threw like 10 sarcophagi one time in the air with Anakaris.