Having extreme issues against runaways, but I can fight a close.
You think any of you can offer some advice?
My team is Ken/Guile/Charlie,
All Anti Air
Feel free to make any suggestions
Having extreme issues against runaways, but I can fight a close.
You think any of you can offer some advice?
My team is Ken/Guile/Charlie,
All Anti Air
Feel free to make any suggestions
get a new team
get a Projectile type, like Warmech, storm, Mags. if you like using liws, BB Hood or Morrigan could work. I’d sayy BB, because it would fit with charlie and Guile, since all 3 are charge fighters-but just so you know, charge fighters can be hella hard to use effectively in MVC2.
lots and lots of patience
Which runaways? Your team is pretty horrible: it’s midtier, which has unwinnable matchups against a lot of high tier. Run it Guile/Charlie/Ken-A if you want a better chance, but yes your mid/low tier team will find that it cannot beat good high tier players who have a clue. Sorry: low/mid tier only works if people don’t exploit god/high tier stuff such as great runaway.
For your specific team I’d say don’t start ken AAA… he’s your best assist. He’s great as an OFFENSIVE tool vs keep away… if you can bait their assist and then counter call with ken… you will neutralize their helper calling for a good bit and give your point a chance to get something going or catch up to cable… or wtver. ken is also a great selection for this… as he never ends up taking much dmg from reactionary AHVB or hails or wtver supers… as he’ll be invulnerable through a good chunk of them. (note: he is still subject to punisher supers after the fact… you’ll have to be able to cover him by then.)
Your team is likely to much rushdown w/out having all the tools you need to really rush. Why Guile and charlie on the same team? Their style isn’t exactly the same thing… but I’m sure you could replace one or the other with a character that will fill gaps in your team better. And look at your assist types… you’ve got a rush squad with all defensive assists? No wonder you can’t get in on keep away. Find a new 3rd with an assist that helps beat out projectiles or pin runaway so you can get in… pretty obvious really.
I think I played you lol. You probably made this thread about me.
First thing to know, Ken is your best assist. It beats ALOT of AAA, except maybe Capcom. I like to have a set plan for each character. BTW I play Wolverne so it is a little bit easier to get in than Guile and Charlie, but still it is the same concept.
Cable- If you corner him, you probably have an advantage. corner him and watch out for the AAA. Ken’s assist goes through anything, so you can punish any AAA and keep Cable in the corner. When you have Charlie, you can hk throw him and get some real damage.
BH- Same as Cable, except try not to super jump, because you are going to get stuck and have to go back to square one. Be aware that some BH do not run the whole match; when they are feeling frisky, they get in that ass. Believe me, I play with him lol.
Sentinel- If sent is flying and you have Guile with you, use j. hp. Guile j. hp and Sent’s j. hp are the same priority and come out at the same speed i believe. Also don’t be afraid to ABUSE Ken’s AAA. It is that ridiculous.
Storm- With Charlie, don’t. Seriously, don’t. Stay in st. hp range the whole time however and if the storm is stupid enough to get cornered, then peace her out with hk grab or air hp grab. If this storm is terrible and you have Guile, jump and use hk somersault, beats her out the whole time.
Spiral- Abuse Ken’s AAA, she can’t do much about it, so just go nuts.
Thats all I got…
Ken beats mando clean (he’s invincible and mando isn’t)…
Ken is amazing vs a lot of run away… specially if you have a fast wave dasher on point… you can just get in their face… block their assist… countercall with ken… who will not only counter their assist but if they jumped up/back (cable likely) they get hit or pinned by ken… if they didn’t jump… your point can just advance and go nuts while their assist is flying high with ken.
They can’t punish ken til he is coming down… by then they should have more to worry about (you in their face). The key is to not hesitate… but instead get right back on em after ken clears their assist out of the way. If you wait til ken’s invulnerably goes away (he starts falling) then your opp will gain new options (like just blocking your point and then AHVB on ken.) So don’t…
Other thing is if your opp gets used to you coming in… and them having to block close range ken… and their assist getting stuffed. They will start to hesitate themselves on their call… hoping to make ken whiff… when they start doing this throw em… in fact vs run away throw whenever you can (particularly using guile and charlie as they can combo out of some of theirs.) In fact anytime you counter call an opps assist with ken and the opp tries to jump toward you in reaction… n.jump fwd airthrow with either character can net you a free combo.)
Cable + AAA should have a hard time vs patient pixie + ken AAA.
Also pay attention to their rolling patterns as well as being aware of when you are about to give them a roll chance… have they been rolling always? never? sometimes? This knowledge will let you know where they are going to go before they do and be waiting for them with a free mix-up. Sometimes you can’t sneak in much on a a tight cable… but if you can trip and know he’ll roll on reaction… you can be waiting at the spot for him with a much better chance to land damage. Just play smart…
Sub out one of the 2 soldiers for Capcom, Storm, Blackheart, or War Machine. You need someone that can hit the keepaway guy or girl without leaving the ground, or chase them down. NOBODY you’ve got can do that.
Step your game up. Runaways can be a bitch to fight against, but they can be beaten. Many mindgames, tricks and other tactics can be utilized. Such as tricking them into getting in/near the corner, where a decent Charlie can really wreck a character.
And don’t forget about projectile assists, should use some more often.
Storm projectile is good. Gives my Bison & charlie breathing room to work their magic, and helps to shut-down runaway too.
Nothing wrong with that team, its a solid-mid tier line up. With more practice utilizing what they’re good at, improving overall skill, strategy, mindgames, and plain ol’Willpower. It can be made to work in many situations.
Against Highly skilled runaways though…well, a player will have a rough time usually regardless of who they have.
does ken have priority over cyclops AAA?
Preppy is pretty much right on. If you’re trying to be virtuous and run year 2000 teams, you’re gonna need a library of 100 gimmicks that only work once, and cycle through them 1 by 1. If Marvel is just a for-fun game for you, then don’t bother trying to tackle a runaway Storm/Cyke or /CC. It’s too late to spend the 10 years needed to achieve VDO-like status. There’s no way he should be able to play midair CvS2 with Colossus and beat up Potter’s Storm at endgame, but that’s just what he does.
If you do wanna progress, pick a god tier for 2 reasons:
-you’ll get solid at basic skills and matchups, and be able to learn quickly from videos
-you’ll learn eventually what goes into a functioning team and be able to go back and make a low tier team that has a chance
Not all low tier game is shenanigans… you just have to play the mind games really well. VDO uses his brain to catch storm in the air with colossus not OG mystical power. (I think he saves that for rushing down sent’s with ken…lmao)
Ken’s AAA has more invinciblity than Cyclops’ AAA. But not sure about Capcom and Psylocke. He beats alot of shit though. You’d be shocked at how much Ken rapes Strider/Doom.
And everybody knows that VDO is on some other shit now. That is not very valid. He is WAY too smart.
ken AA will beat psylock and it will beat mando as well. Impossible to trade with but limited vertical\horizontal range. Psylock has the same problem on range but on hit, she gives everyone a fat combo where ken AA just sends them away. Fun fact, akuma AA is the fastest AA in the game. I don’t think many people know that.
Nah, pretty sure it’s OG mystical vampire powers.
How fast is Akuma’s AAA? Is it faster than Psylocke? Psylocke’s AAA is quick as fuck lol.
akuma AA is active 1st frame so total speed is something like 24frames? where mando is like 31 frames as an assist call. Psylock is like 26 or something like that. All the practical AA’s in mvc2 are in the 24-31 frame range.
I made a post about it sometime ago with more accurate #'s but its something around there. If you can find the post I’m sure you will find more details if you’re really interested in it.
Some rush characters get a heck of a lot out of counter calling assist with ken AAA compared to psi… she just doesn’t get rid of assist for near as long…
Wolvie for example… mando AAA might be your hope to keep him off you… but if he just dashes fwd and blocks… lets your mando come out and counters with Ken… mando is now no help to you for several seconds… you can’t jump yet b/c ken is flying overhead and wolvie and just wave dashed into your grill again. Very little risk to wolvie… and now he’s got a free hi/low/throw mixup on you.
It also has a lot to do with tiers… if you are using god’s psi is better hands down b/c you can cover her properly and then extended combos are of god tier dmg… low tiers can’t cover her as well w/out being dependent on meter or risks. And she is sooo punishable. Shoto AAA is hard to punish for several reasons. If it whiffs it normally fly behind them… if it hits the opp doesn’t land for awhile and the assist is gone… really it’s only punishable easily on block and in those cases they take long enough to come down that the opp has normally started rushing you while your assist isn’t available and even if they didn’t… that extra time helps you cover them better. Psi on the other hand is punishable even on hit if they don’t follow up… and always on block or whiff.
Whew sorry for the book. Just sharing my philosophy (which i started converting to after reading zaza’s take on defensive AAA use.)
Gotta learn to think outside the box sometimes. There are plenty of lower-tier team combinations that one could practically throw together randomly and many would consider garbage. With loads of practice, willpower, and strategy, they can be made decent and effective.
I’m a pretty experienced player though, so i can mix & match weird stuff if i want, and put up a good effort against many.
For newbs though, i would agree that god-tier and or other high-end stuff should be used first. They simply will not have the skillset, strategies, and pure EXPERIENCE at their disposal to compensate for a low-tier team’s weaknesses and not get obliterated.