I suck super hard at MvC2 but Id love to better learn it starting with Hiryu, but I am not sure who else. I know people saw he has good synergy with Doom. I am kind of in the middle because on one hand its good to have a team who works well together, but on the other I’d just like to be better at the game at all so I look more at characters I like.
You were wise to pick Stri-Doom.
Things you need to understand when using Strider…
- Strider is a high execution character not recommended for beginners. The low durability of Strider coupled with the high execution of his moves coupled with the command conflict with him going off the walls when teleporting by accident are legendary for enraging the user as these can get them killed. This can be mitigated by patience, perseverance, and practice.
- Understanding that you don’t need to trap with Strider to win. You can simply drop Doom [or Sentinel], and air teleport somewhere. If the super-jump away, all you do, is set this up a second time as they land, and now they generally CAN’T avoid it. Keep this in your back pocket for use on players.
- One of the best ways to deal with Strider [outside of killing him outright the first opportunity] is to snap him out. The idea here is to guardbreak and try to kill Doom. IMO, this is a more effective strategy than actually killing Strider since Doom-b is one of the best assists in the entire game while Strider’s assists all suck.
- Strider-Doom should have the third character in general ALWAYS be either Sentinel, or a premium anti-air assist.
These are the premium anti-airs in MvC2 in general.
-Capcom [probably the best AA for this pairing should you choose not to use Sentinel],
-Cyclops-b [good point action, doesn’t threaten the high air like Capcom does]
-Blackheart-b [homing assist that does well in keeping enemies out of the high air. You’re going to have to be extremely defensive with this team]
-Jin-b [an amazing assist, but poor point action. Can pretty much only be beaten assist-wise by Doom-b]
-Psylocke-a [An excellent get them off me and into a combo assist. Doesn’t fit with the team as well as the others I’ve listed already IMO
-Cammy-a [another of the top assists in the game. It disrupts triangle-jumps, gets them off you, and can work with these guys. Probably better than Jin-b
-Doom-b [but you have him already, so he doesn’t count],
-Ken-a [The worst enemy of the Strider-Doom trap in terms of as an assist…]
Let’s look at some teams. This is by and large in order of preference.
- Sentinel [3rd position]
-With Sentinel, you can put him first, have him build meter, and DHC in Strider [moves him to 3rd so that if Doom comes in, you have a killing DHC into Sentinel.
-You can also when you get good with him [or to just get experience], start him instead. If he dies, your team still has comeback factor. - Capcom [3rd] or Cyclops [3rd or 1st that order]
-Capcom’s just an assist, so we’ll skip to Cyclops.
-Cyclops can be started against some players so that you can build meter by whiffing his standing hk, but you don’t want to lose him because you’ll compromise your anti-air defense. - Storm [1st or 3rd] or Magneto [1st]
-Storm in third gives you Doom-Storm-a which is a stronger shell than one might think.
-Storm in first gives you a decent battery character.
-Magneto MUST be first. Has unmashable Hypergrav-Tempest combos with the Doom-b assist. - IronMan [3rd or 2nd].
-Ironman’s role is to just be a crappy Anti-air assist, or framecancel DHC partner for Ironman. That said, his infinite can possibly 300% a team making him a threat at any position. This is especially true since he can call Iroman followed by a throw them making them eat Doom-b, and infinite them off that. He can also instant overhead them while they’re pinned by Doom setting this up. - Jin-b [3rd], or Blackheart-b [any]
-Jin is an assist that’s just as good IMO as Capcom in every regard except damage. If he Calls Doom and Bloodia Punches, it’s safe on block. That said, you’re not winning if you’re just left with Jin-b.
-Blackheart can use the Doom-b assist in his keepout and guard damage patterns to build meter, and either combo into Doom setting up the infinite, and from there tag out, or set up a DHC to bring in Strider. Blackheart-b is an amazing assist and can help keep the opponent out of the air. - Ruby Heart anti-air
-Don’t laugh, Ruby Heart with Doom-b is a nightmare vs almost anyone that doesn’t have Cyclops-b, or MAYBE Cable. - Cable-b
-Strider should probably start this one because he does better against Magneto and Storm than Cable. Cable’s assist will be used in much the same way that Cyclops-b is except it is slightly worse. Then they eat alpha counter XX AHVB. Your goal is to battery for Cable. If you get to 5 bars, start the trap, and try to get a hit while doing it. If that happens, combo into a tag to Cable and kill something.
-Cable is one of the 5 best characters in the game and works very well with Doom-b. Just make sure you can handle your anti-air defense with Cable himself if Strider dies, or you choose to start him first as a battery for Strider. - Spiral-a/y
-Spiral-a/y with Doom-b can lock someone down in block stun so bad it’s unreal, and has safe tags to bring in Strider. You may want to learn a combo with Strider that knocks them onto Spiral-a for a relaunch, or tag out.
-The only weakness I see in this team are the lack of air defense, and difficulty in dealing direct damage. The latter weakness can be mitigated by having a good tiger-knee Quick-Drop / Teleport mixup game with Spiral.
The order of these may change at a later date, but 1-4 changing is extremely unlikely.
Someone mentioned MM, Cable-a, Psylocke-a
I honestly think that team is better than you think. It’s not perfect, but it can work. MM is far better against Magneto than one might think, especially with Cable-a.
Random thoughts about the team as constructed
MM-a
-One thing I like to do is to dlk,mk,dhk, charged buster, dash-in, repeat. I can sub the dhk for a standing one if I want to launch them. If they guardpush, I’ll backdash, and all of a sudden they put Megaman at the best range he could be, and that’s as far away from the opponent as he can get. The ground series is a bait for an assist call. If they do, I can backdash, or walk backwards, buster XX HMM the assist.
-Buster XX HMM is more effective in this team because you can call Cable-a just before you use a minimally charged red buster at close range and it will still combo [normally it doesn’t]. Buster XX HMM is almost safe on block. Only frame cancels, alpha counters, and AHVB [very hard] can hit it after blocking it with any degree of likelihood.
-Off hits by Psy assist, the best you can usually get is a jump uf lk or lp, dash in lk, a standing hk. It’s possible to combo a jump hp, hp, but not on reflex [this actually doubles as covering your assist]. If they try to hit the assist, they might get hit by the buster shots, and you are probably calling a rockball, so you can kick it to disrupt the combo.
-Here’s a combo with resets you can do with Megaman to style on them. Launch, lp,lk,mp, optionally mk as well, air throw, lp, rejump airthrow, hold towards them, otg lk, hk, relaunch, sj lp,lk,HMM, DHC HVB, mash and pull down hard to make it Cable safe. Not that it matters, because this is overkill when they fall for it.
Cable-a
-Megaman-a is a decent assist, and it’s extremely obvious when the person is hit by it. If Megaman did his job, Cable-Psylocke is likely to get his AHVB because they’re now behind. If they get hit real close and you don’t want to AHVB, dash in and df hp for a simple air combo.
-Not much to Cable as much is self explanatory.
-As an assist, Cable-a is top tier until someone chooses Cable-b as an assist, gets lucky enough to out-build you, then alpha counter XX AHVB usually killing at least 1 of your characters right then.
Psylocke-a
-Try to find an instant overhead UF+hk combo that knocks them down onto the viperbeam pr buster for a relaunch. If there’s one with Magneto-a assist, there’s most likely one with those. This way you can instant overhead into a combo ending in a super, build enough meter during the combo to have 2 and DHC out.
Random things I dislike
-You have weak DHC chemistry, and Psylocke doesn’t produce large enough amounts of blockstun to give you breathing room if it hits. It’s also less obvious when it hits. The radius of protection is too low for my taste too.
=Recommendations=
=Cable-a becomes Cable-b. While this assist isn’t as good, the counter XX AHVB is too good to ignore.
=Psylocke-a is replaced with Cyclops-b, Jin-b, or Capcom-b.
-If they get hit by Cyclops and you have Megaman while you have charge, you can sj, buster XX HMM them as a combo, DHC in Cable, and DHC in Cyclops. If they get hit while you’re on the ground, you can dash in, and sj for a free combo. You gain more damage output per combo attempt off your assist hit.
-With Capcom-b and Jin-b, you lose some combo potential and thus DHC impacts with Megaman off those assists, but Megaman makes up for it somewhat by being able to hand off the meter to Cable anyways, so whatever. You get the sj charge buster XX HMM guardbreaks off Capcom and Jin hits, and have more opportunities for Megaman to deal crippling damage to their assists. In many of the team orders, you have triple DHC options. You don’t get that with Psylocke-a. Also, when using Capcom-b, you can hit the high sj area, so you’re always a threat even when behind. Jin-b not as much because he doesn’t get to hit the top of the screen. Then again, he on point can Typhoon XX hyper typhoon crossing up the runner. Capcom unfortunately can be aborted with ducking lk while I like the invincibility of the Jin-b assist. In the end between Capcom-b and Jin-b it’s BARELY Capcom-b due to damage and vertical range.
-I conclude with remixing the reset and otg Megaman combo I showed earlier with Capcom-b. This is a for fun thing since an expert will most likely break it. lk, call Capcom, hk, sj, lp,lk,mp,mk, air throw, lp, call Capcom, rejump, airthrow, hold towards, they get hit by Capcom again, lk,hk, sj lp,lk, HMM, DHC Cable HVB, either Mash and pull down to make it Cable safe, DHC in Capcom [Captain Storm] or Jin [Blodia Vulcan]. Omit the first Capcom call if you have Jin-b to make it work.
Here are a few Megaman teams that I think would wreck shop. Please tell me which ones are the best, which ones are the worst, and if any of them down-right suck.
=Megaman-a/y, Storm-a/y, Capcom-b.
-Capcom can be replaced with Cyclops-b or Cammy-a without losing any effectiveness.
-Storm-a might be a better assist in this team.
=Megaman-a/y, Sentinel-y, Capcom-b
[Susceptible to Cable and Spiral teams]
-Capcom can be replaced with Cammy-a without losing any effectiveness
=Megaman-a/y, Storm-a/y, Sentinel-y
[Susceptible to Sentinel fly-stomp]
-Megaman’s job is to hand the meter to Storm-a so she can Storm-Sentinel DHC.
=Megaman-a/y, Doom-a/b, Storm-a
[Susceptible to Cyclops assist and Sentinel fly-stomp with Cyclops-b]
-If Megaman does his job, When Doom comes in, the opponent has to worry about Air Photon Array XX Hail which is almost as fast as AHVB.
=Megaman-a/y, Doom-a/b, Sentinel-y
[Susceptible to Cyclops assist, mildly vulnerable to Cable and Sentinel fly-stomps with Cyclops assist]
-Megaman builds meter to hand off to Doom. Doom Doom-Sentinel DHCs the opponent’s character to kill it, and Sentinel fly-stomps with Doom.
-Megaman can throw you into Doom [either assist] for free combos, and both Doom’s assists are extremely effective with Megaman.
=Megaman-a/y, Doom-a/b, Ironman-b
[Susceptible to Cyclops assist]
-Megaman’s job is to kill via block damage, or hand the meter to Doom. Any action is to be punished with APA to Ironman frame cancel.
Venom can dash under an EM Disruptor from Magneto making it whiff. While I don’t think this is practical vs a character, if someone calls it as an assist, you can dash under it for a double snap, or launch it. This can be really dangerous for a Cable. And since Megaman can walk under Cable’s standing hp [far] without getting hit, and that move has a higher hitbox than the Disruptor by far, you can most likely dash under that too.