The Official and Only Team Helping Thread

That’s an awesome link! Thanks! haha

I’ve been studying up a bit, got the game in summer but haven’t played much, plan on binging on it over the winter holidays though. It’s been the ONE game I’ve always wanted to play but never got into, now I will!

I’ve always wanted to play partially because all of the better characters in the game happen to be some of my FAVORITE characters in Marvel. I’ll be using teams based around Rogue and Magneto mainly, always loved them.
Gonna be a little unconventional first…
Saw a player with Rog/IM/Col doing well against an MSP on youtube somewhere, and I did some research to find Rog/Cyke is a great combo. So gonna run these teams and see how it goes.

Rogue Teams!!!
Rog/IM/Cyke and Rog/IM/Cable
Q1 - Is there any way IM can link his infinite off of reaction from Cykes AA? Or even with a preemptive jump to land the falling j.HP?
Q2 - I know(think) Rog can land her Hyper(Super?) after an otg cr.(st?)HP following IMs assist, but is there another way she can combo off his assist if she’s too late to get them when they’re hit in the air? Or do you just have to catch them before they land after getting hit to deal some more damage?

Rog/Storm/Tron
For more conventional purposes in a Rog team, and more to play off of in terms of vids to watch etc.

Magneto Teams!!!
2 - MSP/MIP/MST
Standard and will be ideal for learning the games execution/higher level play and common knowledge of physics and everything really.
Q1 - How do you cr.LK cr. HK > INFINITE
I can’t seem to jump after the cr.HK, is it just me being completely new to the game or is there a certain way of doing it or are you even supposed to use cr.HK to lift them into the air loops?
Q2 - Why is it difficult to DHC sometimes? It seems the Tempest/Shockwave can’t even come out if I want to Hail Storm after a loop. I’m new to the mechanics of it all and just don’t get it, is it an input timing window?

This kind of applies to all the teams. Details are nice so I can study up and experiment, but any help or basic pointer is much appreciated. Anything in particular I should…

  • be aiming for/watching for
  • avoid doing as it won’t help me
  • try doing as it’ll help me
  • both short and long term need to knows for each team

I’m also wanting to learn Ruby/IM/Doom and Ruby/Cable/Doom simply because Ruby was the first character I ever used and would like to keep the history there with me.
And will probably end up Cable/IM/Doom and Cable/Storm/Doom after I’ve learned the basis of all these characters. Just for more practice in different teams to get more ideas.

THANKS

Well I hope…if you are a fan of rogue that you been watching some vids of VDO. Lots of good stuff with rogue/collossus… countless vids…

It’s really easy… but don’t start with the up+HP. Using ironman… anything into cyke’s AA and just jump and start doing the infinite. (j.lp, j.mp, j.mk, j.up+hp) x repeat.

Well she can OTG with st.hp pretty easily but its very rollable without a speedup. If you have speed up then you just gotta do it quick. You can easily cancel into her good night sugah at that point either way.

After the cr.hk you have to super jump cancel the cr.hk’s recovery. This is done by letting off of down (remember you did a crouching move and you WILL have to let the stick go nuetral… then immediately superjump. So it’s… cr.lk, cr.hk, (stick nuetral), superjump… sj.lk, sj.mk, air dash down+fwd and hit with sj.lk, sj.mk on the way down… land… keep it going…

It’s just timing based on what you are doing. For tempest just do it really fast… cancelling your last move into it… and you can pretty much just mash the DHC you want during the tempest screen freeze. Should work everytime.

How about the short list of what you HAVE to know to even play with non-scrubs… it’s not so simple as what is happening on screen to watch for or react to… that wont fly til you have tons of experiance.
->Questions to ask yourself: What’s flyscreen state mean? What circumstances install flyscreen? What’s the difference between jumping state and super jumping state? What determines an unrollable OTG (good) vs a rollable OTG (crap vs anyone decent)? What’s super jump cancel? What’s a guard break(beyond the obvious vernacular)? How does damage scale per hit? What can reset or effect this? How do you land a throw on the first possible frame? Tech a throw on the first possible frame?

Just a few but by the time you know these answers you’ll know plenty more. Here’s a hint… joo has been good for more than combo vids. Go to youtube and find his game engine tuts… it’s probably an hour worth of vids…

VDO, alright sounds good I’ll search it. I heard Vegeta X or something like that was worth looking for too, is that a little outdated or still good? Any others or that should do for now?

Oh ok that’s way easier than I thought. Was trying to time landing that falling hit for a quite a while before I gave up. Good to know there’s a way, and more practical than I thought!

So it works with AND without a speedup, but easier with? Makes sense. Rollable is still a term I’m unfamiliar with. Heard it, but haven’t looked into it. I shall soon!

AAAAHHH well that stumped me! haha I figured it was a super-jump but thought it would take the down in the cr.hk into processing the sj. motion! Well that was simple! lol

Alright I figured it was just my execution and experience with the DHCs. I’ll work on it.

My immediate-look-up list
1 - This is the first time I’ve heard the term ‘flyscreen state’ but I’m guessing it’s that screen state after things like Shockwave/Hulks Gamma or after a knockdown during a super-jump, but I don’t know much of anything about it. (Is that the screen flyscreen referes to?)

2 - Rollable is something I’ve heard thrown around but haven’t looked into it. I have a few thoughts what it might mean but I’ll just ask the people that I heard it around and search it!

3 - I assume the landing and teching throws on the first frame implies you can buffer that somehow while coming out of hitstun or during attacks your planning to reset through with a grab? Throw mechanics are a must-know for sure, I’ll dig info.

By watching for things, I meant things to aim for in relation to positioning, where Rogue wants to generally place her self when not pressuring. Should she stay roughly full screen away or try to stay within a certain attacks range or dash range to be at her most favorable advantage? And things like when I should be calling assists during her pressure, after dive kicks, before attempting dive kicks, before throw attempts, etc.

Thanks! :slight_smile:

1 -> That is part of flysceen but there is a WHOLE lot more to do with it… combos and setups that do/don’t work with/without flyscreen install. Like magneto’s easiest ROM infinite setup for example… if you do any attacks before the fierce kick or punch u get flyscreen… meaning you can’t air dash down/fwd and continue the combo. That’s just one example.

2 -> Rollable means that they can completely avoid the OTG combo by doing a tech roll. It’s pretty easy and if you know the chance is coming you can pretty much mash it and it comes out 100%. Always roll when u can. At higher levels the are unrollable combos and combos you might not want to roll during b/c of potential mixups… but most u wanna roll. Easiest way for a layman is mash between back and down while mashing fierce.

3 -> Throw situations are vast but the main thing to know is… consider an example like this… guile jumps fwd and his opponent does also(they meet in the air)… guile uses fierce kick + back right as he reaches the opp. Now lots is going on here… if the opp tries to stick out a fast move that would beat out your kick they will still be thrown b/c back+kick is throw. If u messed up the range a kick still comes out likely beating out their attack b/c of the spacing. If they did something super fast (that would hit b4 the input for the kick even counts (as can often be the case)) guile will simply block b/c back is part of your input. If the opp throws faster than you… you will at least instantly tech b/c your throw input is also the input to tech. U see… whole damn paragraph for a half second of gameplay. Just watch the joo vids…hehe

X -> All that info is available on the boards and wiki. Likely in at least 50 places… use the search from the beginning thing…

VDO and VegetaX are both masters with rogue… but vdo still plays alot i believe while vegetax plays mostly other games. Also vdo plays a true low tier squad and has great wins on video vs some of the best around. Still… watch both if u can.

Awesome, stoked to get to work, thanks! I’ll come back when something is confobulating me. :slight_smile:

I was thinking of trying out a low tier team with Shuma Gorath + Omega Red with throw assist. I find comboing into Omega assist from the Command throw and then crossing them under and playing wake up games while Omega is flinging them around to be very fun. Problem is, I can’t seem to find a third character who benefits them and benefits from their assists. I’m wondering if anyone has any ideas for a third or thoughts on if Shuma/Omega is a decent pairing (by low tier team standards, of course).

Well, I think u have 2 options: U find a good AAA, or a zoning/covering char, I would try war machine, as he could be a great AAA for bout, he will help u against rush down attacks and also u can make great combos (as he does a lot of damage), I think that bout characters, shuma and OR, are great for infinite setups for WM, specially throw assist, tell me what u think!! And let me know if this was helpful 4 u.

So, I’ve just recently been getting into mvc2 with some friends and I am having some trouble with cable… first off The team I play is storm/doom/capcom Ive gotten good enough with storm that I can tri-jump (kinda) and do her lighting attack into lighting storm combos and Ive gotten some decent dom combos down as well. However Im having alot of trouble getting in on my friends cable (team scrub) he likes to normal jump while calling assists and shooting shit it really throws me off my game because I"m trying to tri jump in and he just jumps over it and I get hit with capcom to my dome. So I was just wondering if anyone has any advice on how to deal with cable how do I combo him when hes playing keep away with random normal jumps… the best i could think to do is rush in and super jump into a lighting attack into lighting storm when hes jumping around but there has to be a better way to deal with getting in… I guess i just don’t know how to tri-jump in on a jumping target.

Understand the game’s states… jumping and super jumping are not the same. If cable does a normal jump back and throws grenade, shoots fierce, or does viper beam. He can’t do anything again til his feet touch the ground. This means no ahvb… no mando assist… not even BLOCK! If he normal jumps fwd its the same shit… dash under his predictable j.hk and launch his ass from the other side b4 he lands.

It’s not like that jump back is hard to predict. So now that u can predict it… and u can punish it… eat his face. Make him super jump instead (can’t call mando while he does). U get a free side to side mixup as he comes down. Cables is cupcakes in this game… but u need to have that extra level on offense. Meaning unless u can kill him in one combo… u have to have safe mixups/resets that ARE IMMUNE TO MANDO. One where if he mashes mando it will whiff. Not hard to come up with. He can get around that by carefully timing the mando call after making a good block… but fuck… like that ever happens with noob cables. He will mash.

I run many teams, but I am not that good with most of them.

I have a team of favorites I would like to get better at,
even if they will never be tourny material.

Spiderman (A) Megaman (Y) and Akuma (A)

This team suffers from a severe lack of health,
but I have fun playing with any one of these characters
and I have developed tactics for using each one in turn.

But, to be honest, I lack a lot of experience in a truly competitive environment.
In fact: it wasn’t until recently that I changed Megaman from Projectile to Y.

I can detail my game plan, should anyone ask,
but I am looking for good advice using these characters in general.

Thanks~!

Thank you FaRS13, I’ll try War Machine out.

Venom -a, Hulk -b, Storm, Doom, Sentinel, Omega Red, Jin, Blackheart, Gambit, Chun-Li, Bb hood, Juggernaut.

Advice please, any combination of those characters preferably that wrecks or has so many options against turtle Team Scrub(Cable, Sentinel, Commando). Would prefer at least 1 lower tier character in the mix like Hulk or Venom as opposed to like Sentinel, Doom, Blackheart team.

my team when i first started playing was:
ken/guile/cap

Then it went to:
Ken / Doom / cap

Now i want to run:
ken / Cable / Cap

So I’m trying to get into this game, mainly because it has Jill and Rogue in it. However I’m not sure if I want to run them together.
But I do want to run them.

For Jill I’ve been doing:
Jill-D/Commando-AA/Tron-P
Jill-D/Doom-AA/Tron-P

And Rogue has been:
Rogue-D/Storm-P/Tron-P
Rogue-D/Commando-AA/Psylocke-AA

Jill/Mando/Tron will probably have a hard time against decent players. The only thing it sports is mashing on an assist when someone is near you. Tron can help you extend combos… but mando will break most of them. Honestly I’d nix this team or switch it to… Jill/Tron/Mando. Avoid using mando unless your face is getting rushed off. Avoid using tron cept during a combo.

Jill/Doom/Tron is much more likely to succeed. You’ve got Jill with mixed play style… doom zoning and combos using tron that are mean. If Doom is still alive when tron comes in you can work a lot of chip dmg also.

Rogue/Storm/Tron obviously is a known team and it’s pretty good. Can find plenty of info about it.

Rogue/Commando/Psy… probably the worst team you posted. Commando can help rogue deal more dmg during combos… so can psy… but I highly doubt you are using commando in that manner if you just started (look at golba’s team). Psy + rogue is meh. If you are OTGing people after psy assist hits and thinking that’s some part of your team… get rid of it. Unless you are using one of a few characters to get an unrollable OTG (your not) then that strategy is beyond ass. Anyone who knows how to roll gets out for free every time.

Honestly don’t just look at good assists (which you clearly did) but look at what that assist does for each other character on the team. Mando for instance wouldn’t be on top teams just for the hit from his AAA. Top mando teams get a lot more from him… like easymode fast fly combos for sent and the like. Psy is great for rushdown using magneto… it scores him lots of free combos. Rogue isn’t so lucky as to get unrollable OTG(unless she is speedup). Psy wouldn’t be nearly as good for msp if she was only helping storm… and wouldn’t be on the team. U see where this is going?

Yeah I really don’t know much about this game and I’ve been trying to get into lately for some reason. Capcom was on that first team mainly for (besides the Assist) his ability to DHC after Jill’s Air Hyper Elbow Tackle. But Doom gets more dmg with Sphere Flame. And that last team was pretty much just “Character I like + 2 good assists” just like you said.

I don’t think I know nearly enough about this games system or the flow of everything when it comes to making a team that works. I wouldn’t even know how to extend a combo with Tron besides a rollable OTG in the corner. So I appreciate the help and advice.

I heard that Jill/Cammy-AAA works pretty well since it sets up a trap when the opponent is knocked down. If they roll, they get grabbed by a zombie, if they don’t, they get OTG’d by Cammy and Jill gets more damage either way. Not entirely sure who else to put on there. I was considering Sentinel because drones should help Jill with the zoning game, but now I’m not sure XD

I still have a fair bit of knowledge about this game…if anyone trusts my judgement and needs help, just ask.

I could use some help with the basics of the game’s engine. I’m not even sure how to tech roll :expressionless:

Tech roll is one of those things u can actually mash like crazy and it comes out every time. Two roll directions… fwd or back… just act like your playing a sf4 game and mash either fwd or reverse dp motion while hitting hp or hk… once you get it down it’s very simple.

If I recall… joo has engine tutorials posted on youtube. They are lengthy, detailed, and have everything you could need to know.

tips on performing fast fly combos on pad?

which pad do you recommend ps dpad gets so worn out that i cant do dp motion or even dash at all (using forward forward or back back motion) after a while, initially controller works great.

I heard sega saturn dpad is good but not sure