The Old Newbie Thread

I’m definetely too aggressive. I really do need to learn to block. I also need to stop playing KoF, cuz the combo system for both is messing me up.

Beat the arcade game for the first time today. I’m very excited and glad to report I’ve found a team that works. Venom is rubbish against the last boss, so I need to find a different person to use.

MvC2 Physics: Assist laws

Would someone be able to tell me the laws for when you can and can’t call an assist?

I have been experimenting the past few days and have found a few things, but I know it’s not it all. I’ve found you can call an assist under normal conditions like neutral, jump and normals. But I’ve seen usage of assists in videos that look completely alien, simply because I don’t know the mechanics of the system.

My game is prety basic at the minute, no further than normal SF skills and ariel raves extended with specials, supers and DHC’s.

Obviously to me, now I need to get my assist game together. Timing and concistant usage of assists is quite hard to get to grips with, even though I’m a SF player of almost 7 years, I play 3s mainly.

I’m trying to learn a few infinates but hell, I’m not experienced enough to even pull one of so my assist problems must be solved first(seeing as it’a a beginner element to the game I supose).

I’ve tried a few things like timing my assists to match my combo’s for extra hits/damage/chip whatever, but the timing and laws are what’s making me struggle. When it comes down to it I can’t perform(lol).

In 3s there’s a couple of techniques called drumming and Kara canceling. If you try to kara a special you do the motion then press what ever normal attack button you want to kara strictly before the activation button of the special(drumming), giving you more range.

Now, even though the mechanics between the games are different, the hand techniques seem quite the same. If in 3s you want to kara cancel(a normal into what ever) you’ld(say for example, a fire ball) d, df, f, (kara)hk x (activation) hp. The hk will move your character forward, then the hp will activate the special, again, giving you more range(as an example though this version is not possible).

But what I’ve found in MvC2 is, if you want an assist out the same time as a special, you have to use the same hand technique(since you can’t call an assist during a special). So it would be like d, df, f, A1/A2 x hp. Although you do have more leway than kara canceling in 3s, so it can probably be done at d/f.

Sorry if I’m rambling, it’s just so you get an idea on what depths I’m looking at. 3s is an increadably deep game, but when you compare it to marvel…(exactly, no words).

If I sit there in training mode for a while, I can come up with a few things. But when it comes down to it I just can’t do it. Sorry to ask this again, but I didn’t get a good response before, so I took it to my poor explination.

If any one has any advice, opinions, techniques(in simalar context as I described before), info or what ever on assists, it will be most apreciated.

Thanks

DD

Wish I had access to a practice mode. I’m stuck in the arcades only.

Why don’t you buy a Dreamcast (only arcade perfect port of MVC2)???

They are $20 bucks shipped from EBgames.com

and to get MVC2, PM me…

Got a Dreamcast. Check your pm’s.

Good deal, PM sent

W00t.

hey i’m a newb with some questions…

um how do u use strider doom?

and could some one tell me a good team with iron man on it as lead.

and lastly what is a good team to use with bison as lead?

Boy you sure picked some interesting character choices. Props for not mentioning someone like cable.

The only team Ive seen which used IronMan also had War Machine and Cable on it, which is a route you probably wont wanna take.You might try someone like Captain Commando though.

i dont know about teams with bison as lead…but…
gambit/bison/doom is a good bison team, the chip damage from doom’s anti air asssist + gambit’s Qcf+KK super (the one where he bounces off the wall) is really good, and safe. and when you have bison on point, you can do some good chip by doing blockstrings while calling out doom,and end the blockstring with half circle back+fierce (the purple ball that explodes after a couple of seconds) that does a lot of chip. also, a “crossup” you can do(when you are standing on the ground or if you are in fligh mode with bison, (when you pretty much have the match won)) is, call out bison then teleport to the other side, the chip damage is really good. also, do a blockstring while calling doom and do the purple ball at the end ,and cancel the purple ball into the purple ball super (hcf+2p)… really good chip damage :tup: probably not safe against,cable, tho. :xeye:

a good Ironman team with him starting is Ironman/sentinal/cable

Yes! PLAY STRIDER/DOOM/SENT

I posted some stuff about the S/D trap a few pages back, might wanna check there.

What’s the best anti-Sentinel team? Everybody that I play usually has Sentinel as their main/best character.

Right now I’m thinking Magneto/Cable/CapCom.

Who is the other guy with the sword? I’m intrigued about him as a casual play character.

Hayato? He has the light-blue sword.

:razz: :tup: :razz:

alright this is my 1st post. Ive had MvC2 for a long long while for the ps2 console… but im starting to play the arcade too. (kinda surprised that converting controls was learned fast) but lately (last within 2 months) i have been introduced to the competitive/tournament fighting scene. (Currently only play MvC2, but planning into getting into 3rdstrike, GG). Please dont be too harsh… i describe myself as decent and kinda newbish, so lets not flame ok? heh. Here are a few questions

  1. Superjumping & Tri-Jumping. Whats the difference? or the jumps? Cause one of them, seems to be the KEY to infinites, i notice people super,jump or something… and it helps with their infinites… without it, they cant do it. For the LONGEST while, i thought the storm/mag people who do infinites… would superjump cancel and add moves… like this… they superjump and “Fly” down or “dash” down, whatever you wanna call it. and …WHILE they fly/dash down they punch/kick/whatever. About this method… i can only seem to hit 10% of the time! the other 90%, a punch/kick whatever WONT register into the game, and Doesnt happen. But it rarely does.

Maybe im wrong? I need help/advice from an expert. Maybe its not Super-Jump-Cancelling, adding moves. Maybe im just confused with jumps… i think they call it a tri-jump? (the ones they do in infinites) I asked my cousin whose about the same level as me. (we’re decent players, but im a bit-above-average mag/storm player) and he says theres 2 types of jumping. Superjumping & Tri-Jumping. Someone fill me on some info, if theres any links/guides, or a section of a guide that explains about these jumps… and tips/advice on doing infinites Please, lemme know :slight_smile:


  1. How do you roll? I notice rolling sometimes really helps, and gets you out of tight-situtations

3.With magneto’s slide kick. Ive seen many videos where he does that move Twice. at the home console (PS2) and arcade, i can only seem to do 1 time. Whats the trick? and how do i do it twice?


  1. alright, about magneto again. Launch, lp, lk, lp, lk, forward-to-back halfcircle kick (for that black thing), special… what can i do to add on to the combo? (excuse my crappy vocab, im still learning heh)

It doesnt have to be whats after a special, it can be after a Launch, lp, lk, lp, lk, … Sometimes after That (what i said), i can do this thing where i fly up just a Bit, and add on 1-4 hits more… but its Super rare for me to do that… sometimes they already go down. (diagonally, flying, works like 10% of the time), flying up sometimes makes you go too fast and the oppponent goes to the ground already. Again, any tips/advices for extending combos, using the fly-extra technique or whatever it’s called will be appreciated. It can be with anybody… mag, storm, ironman, etc


  1. What is cyclop’s GeneSpice (something like that) ive been hearing about? If its that long-ground combo that he has in xmen-vs-SF, then how do you do it? I heard he has that long-ground combo in MvC2, too but have never ever seen it in play/videos/at the arcades. (in mvc2), but ive seen it in xmen-vs-SF

thanks! :smiley:

A triangle jump is a jump (normal or super) with a down-forward air dash performed immediately after the character leaves the ground.

The typical Magneto infinite is called the ROM infinite, and one of the ways to set it up is:

c.hp sj sj.hk ad df (air dash down-forward) d+lk mk

Then, SJ up as soon as you hit the ground and do lk mk, pause for maybe half a second or so, then addf d+lk mk

Repeat.

Roll by doing back, down-back, down + any button, I think.

You have to SJ cancel Magneto’s c.hk to hit more than once with it. If c.hk connects on the opponent (not blocked), then immediately after the c.hk comes out let the joystick go to neutral, then SJ and ad down with a hk. When you land do another c.hk and the opponent behaves the same way as if they were hit by Psylocke’s AA and you did c.lk c.hk to juggle.

c.hp sj.lp sj.lk sj.mp sj.mk HG xx MT sj.lk sj.mk aduf lp lk mp mk HG xx MT DHC to Hailstorm

erm if you wanna get the most out of HG xx MT air combo, its c.lk c.hp sj.lp sj.lk sj.mp pause sj.lp sj.lk sj.mp. sj.mk aduf sj.lp sj.lk sj.mp sj.mk HG xx MT sj.lk sjlk HG xx MT blah blah blah

But seriously, if your’re just learning mag, a much more practical (and high damaging) combo would be the 5 fierce: c.hp sj.hp addf hp addf.hk c.hk which leads to resets and such. Besides that learning the rom is the way to go.

Good luck!

Alright. I’d like to know some of the dynamics of this team that I want to play a lot better with. I’m an average player I think, being that I’ve played for about 7 months. Pretty good knowledge of the game and how it works, and very good at keepaway and runaway tactics.

My best team is Blackheart/Doom/Cable. I can zone very effectively with this team, and usually control the pace of the match with them. I mean I play a lot of common teams and a lot of fun teams(mainly Anakaris/Storm-b/Doom and Spidey/Doom/Cammy, but yeah…).

But now, I really want to make a big bold switch and make Storm/Sent/Cable my main squad. So I want to know how the dynamics of this team work, and such, along with some other questions:

What assist set should I pick for this team? I’ve seen videos people using Storm-y with this team. I have experimented with Sent-a as well. So what would be the best assist set for me? If it helps to answer, I’m a zoning type of player.

Is it worth it to do fast fly combos with this team?

Even though I’m a zoning player in mvc2, should I consider trying different styles of play when playing this team or in general? If so, then what do you recommend?

Who would you start when using this team? Is it depending on the opponent’s team? Or is it good to have one starter? Also, would it be good idea to taylor the assist set to the opponent’s team and tendencies?

Those are some of the questions I have pertaining to Storm/Sent/Cable. And thanks in advance for the answers and insight.

I believe that team generally uses Storm-y, Sent-g, Cable-b (I think that’s the AA)