The New MvC1 Discussion Thread: Is Marvel 1 considered bad?

Yeah to this day no man’s wallet has ever hit the ground as hard as that day.

hahaha dude how are we not friends

MvC1 is still sort of evolving…in the way that finding old shit is new again. Like how Cable is getting good again in MvC2 because no one practices fighting him, or how hypergrav tempest came back because people forgot how to mash out because people stopped doing it BECAUSE people used to know how to mash out.

Magneto assist completely shuts down colossus AND interrupts whatever the point character is doing. For this reason DarkCloud used magneto to beat TK in a ft10.

and I disagree about RV. If you have good spacing and blocking (and really, who needs godlike blocking in MvC1? there’s no instant overheads from trijumps) then IMO hes the best character in the game. Tick throwing with him>GWM. RV/Wolv is a monster team. GWM has the better duo though and ggpo guys have WM on such lock that any landed hit is a win, no matter how behind they are.

when MvC2 ever stops being online I’ll retire to MvC1 on ggpo…til then I’ll just lurk the chat and watch the shit talk/matches (thats another tangent…how the community is what makes MvC1 more than the game now. It’s trolls and drama queens and prima donnas, but MvC1 is definitely the most interesting community on ggpo)

I don’t like MVC1, but their are way more than 4 viable assist. It’s just a matter of dudes being lazy and pretty uch just stickign with psy, Col, and Mags. Kind of front loaded but I’ve always liked Strider with Devilot, forcing Unblockables to death is good.

the problem with the assists in mvc1 is that there are a lot of assists that are similar.

iirc, best assists were colossus, psylocke, juggs, lou, michelle. i really like US agent, but i can’t of a good reason to pick him over colossus, psylocke or juggernaut.

online players always tend to underrate red venom. that character is bullshit good.

Mvc1 is more about duo synergy than anything else. I’m enough of a character loyalist to play Megaman, but at the same time I’m cheap enough to pair him with GWM and Rush Drill + War Destroyer chip dudes to death. This game is one of the best examples of winning/losing at the character select screen. If you aren’t using at least 1 top tier you really don’t have a chance at winning against a high-level player.

Nickguy said it best, the game becomes less fun the more you delve into high-level play. Once you realize that the game revolves around a few characters and their respective duos/infinites/un-combos, it’s pretty much a wrap. I still like to bust this game out every once in a while (I still think it has he best presentation in the MvC series), and it’s still fun, but I wouldn’t call it a good game.

It’s less about laziness and more about efficiency. When Colossus comes out at that perfect angle, breaks my opponent’s combo, and sets one up for me, I really have no reason to deviate from that assist at all. We’d probably see more variation if some of the lesser assists got more uses, though. Unknown Soldier is amazing but you only get like 4 IIRC.

word. i mean im pretty much a wolvie monster who knows how to play other characters, so red venom isnt usually my biggest concern. but yeah i cant deny that a great rv player can make you really dislike mvc1 if you have only an intermediate level ability at the game.

random note, i think one of the biggest things xvsf and mvc1 taught me is to feel comfortable losing your first character and fighting for the comeback. just as an all around mentality, whether its you being down a round, down a couple matches in finals, down a couple characters or whatever, those games taught me how to keep your cool and mount your comeback. i know i cannot apply the reasons to my comebacks in those games to any other game, but i would say im emotionally on that jwong evo 2007 clops comeback shit in comfortablility the past couple years that i dont think i ever was on before. thats when you can become the most deadly at games, when you dont get caught up in the hype of being down. its something i have been lazily chasing since like 2005, and only got glimpses of it playing my boy in tekken 5, where out of nowhere i would just get busy, and he was like wtf where did that come from (like i would go from a 6 to a 10), and i never really knew, but one day it snapped for me and ive just been comfortable ever since. lemme stop before i side story. lol

i think we’ve always known that subconsciously, and thats why we have done underhanded tactics, or blatantly annoying tactics to win and take you out of your comfort zone. doing things like shit talking as loud as you can, mashing to try to mess up someone elses timing, on ggpo mashing the coin button to fuck people up, etc… because once you get in that zone where youre comfortable like 90 percent of the time, you start to win like never before. its a great feeling

drunk, sleep time. off topic. i played some mvc1 today. it was fun

What’s an un-combo?

Its where the counter stops and resets mid combo, as well as the damage scaling, but the combo doesnt break.

For example with wolverine in the corner launch lk mk downhk, hk (causes flying screen), land, otg lk mk mk down hp. The combo counter stops here but you can do mk mk down hp again back into launch to repeat the process. Its wolverines one touch kill without the crouch cancel inf. war machine has a 3p dash uncombo.

MvC1 isnt a bad game. Its just not as deep as 2 or 3 or xvsf. If youre gonna get into the game now do it for the community

Also i noticed no one answered this guy.

Throws set up everything. Gief has 3 options after the throw where he tosses you up. RVs fierce grab is untechable, meaning you are dead if he grabs you. Combine that with his walk speed and really good standing/crouching fierce.

Wolverine is the king of throws/grabs. The range on his air throw is ridiculous. Hulks back fierce throw sets up his corner flyscreen combo which can do at least 50% damage IIRC. GWM has a real good throw.

Also, in mvc1 pushblock/advance guard is alot more powerful than 2. Pushblock in 2 lasts til the attack ends. In 1, it lasts a certain amount of time everytime and after it ends you can keep blocking or do something else. This means after pushblock you can grab. Example, timed right, RV pushblocks striders orbs, grabs him, infinite, guardbreak, infinite. Ggs

How do guardbreaks work in mvc1?

The same way as 2 i believe. War machines on ggpo just do up fierce dash repeat til the opponent is guardbroken. With wolv i believe its something like sj lk mk down hk hk, land launch? Dont hold me to that im not 100% sure. I usually just go for a dash under cr.lk or a sj divekick myself

Does returning the stick to neutral while pushblocking take you out of blockstun in MvC1 like it does in 2?

Id have to test that

Are the guard breaks actually glitches? Seems weird how the kept them since XvsSF

Gbs arent a glitch you are just forcing the opponent to block and the game thinks you are in normal jump. And since you can only block once per normal jump, guard broken.

Alot of things were discovered in mvc2 then applied to the older games like magnetos rom in xvsf. Thats probably why guardbreaks were never taken out…no one explored the systems of the games enough

RE:assists

Shadow charlie is basically an MvC2 anti air assist in that game, he shuts down colossus too. You only get 3 of him though

Is Zangief scary in MVC1? I know Viscant used to play with him.

Gief is ass.

Gief is Just there. He has options after a throw but really theres nothing he can do against the war machines running away and smart bombing/solar cannoning him out, strider, wolv all in his grill, etc.

It’s a term used for the OG Marvel games (as OG as the Marvel games can be, anyway), but people stopped using it during the first year or two of MvC2’s lifespan, I’m guessing because of the game engine.

The idea that there were basically 3 types of characters- pixies (fast, want to hit you with chains into big combos), big guys (high damage, sometimes have super armor), and projectile/beam characters (self-explanatory). I think the thinking was that the big guys would counter the pixies (command grabs, super armor etc), the projectile characters would lock out the big guys, and the pixies would rush down the projectile characters.

This made sense during X-Men vs SF, but MvC2 broke a lot of these conventions, in large part due to the assist system. It becomes quite a bit harder to get in on Cable or even Megaman etc because of their assists. Likewise, one of the reasons Magneto is so good is because when he has an assist like Psylocke, his defense improves as much as his offense, which means he gets to harass characters for free who might otherwise give him trouble because he gets to call his invulnerable assist more safely and more often and he’s better at punishing the opponent’s assist, etc.

I’d say for MvC2 it’d be more accurate to categorize characters as rushdown (Mag, Wolverines, Rogue-ish), trap (Spiral, Strider, Megaman, Cable-ish), zone (Storm, Sent, Omega Red, Blackheart, Cable), and runaway (Storm, Dhalsim, Anakaris etc). There are still characters who fall into more than one category, but I think its a decent breakdown considering how important assists and spacing are.

edit:

You mean like to sj out of stuff, or guard cancel to punish supers etc? Yes. Blocking, pushblocks and blockstun are more or less the same, except for the weird blockstun thing MvC1 has with jumping attacks- you can punish people after you block their jumping attack, before they hit the ground.

The engine of mvc1 is deeper than the way the macro players on ggpo play it :rofl: