Assists
I would like to know which assists beat which and which are invisible. I know that ken’s AA beats all assists, period.
Assists
I would like to know which assists beat which and which are invisible. I know that ken’s AA beats all assists, period.
Ken
Cammy
Cyclops
Psylocke
^ invincible
With the others it depends on circumstances usually.
I have a question about the different game versions. I saw a post in this thread that said the DC version is the only perfect arcade port. I am currently playing on the PS2 version, but are some things possible in the arcade that are not possible on the PS2? (I have an X-arcade, so it isn’t because of the controller). Any help will be greatly appreciated! Thanks!
FYI The X-Arcade is utter shit (Why the hell did you buy that thing?), but thats still probably not your problem.
The PS2 MVC2 is fine for learning/practicing. The only difference in versions is that the PS2 version has slowdown at certian points, and alpha counters get a goofed, nothing that should matter at this stage. In the mean time, save up 20 bucks for a dreamcast and get MVC2 for free (PM me) and a converter for the better stick you will get in the future (anything but a x-arcade).
Well, I bought the x-arcade for the emulator for xmen vs street fighter, and it works fairly close to the arcade. But, that game is getting to simplistic, and I have always preferred MvC2, but I have also always been just average. So, any help as to the right equipment to play on etc. would be greatly appreciated. Oh, and I have a DC, just no stick… So the MvC2 for the system would be great!! Thanks for you help…
It all boils down to how much money you want to spend.
Shotokan air-combo and throws
Hi,
Just a few questions here about the shotokans(Akuma, Ken and Ryu).
This is for MvC2 and MSH vs. SF.
My way is : C.LP, C.FP, SJ, LP, LK, forward-button + FP(to create that air-throw).
As you can see, the (forward-button + FP) is to create the air-throw as an AC finisher, but instead, the strong punch comes out instead of any air-throw!!!
Am I doing things wrongly?
Thanks,
Xeon.
Yes i use the ps2 version as well and at first it is really difficult to do the magic series [lp, lk, mp. mk] but with time you’ll get used to it and it will be a breeze.
if your going to initiate a throw the opposing character must not be in hitstun or blockstun. :lame: so after you do a lp, lk, mp pause [joystick is neutral] then hold forward then throw. also try to do a mp for a throw, they’ll be at the same level as you.
(CJx7)
Thanks CJ! 2 more questions :
But if we pause after the air-combo in order to do a throw, won’t the opponent have the time to attack you?
Lastly, by “mp”, u mean medium punch, right?
Thanks!
Xeon.
i think your having trouble with the magic series because of the timing, i could be wrong though. for example for morrigan, for awhile i couldn’t get her LP LK LP LK FP (or FK) working, but i leanred to launch PAUSE and input the commands, but a little bit slower then others. before i didn’t pause, and i would almost never get a hit, so try that out
Thanks a lot, CJx7 and Isomaniac!
Ok, today I tried it with Ken(i’m only interested in doing this successfully with the Shotokens) for about 110++ times and I was successful for only 7 - 8 times.
I did this in training mode and the opponent was Zhangief.
Basically, this is what I did : Launcher, super-jump, weak punch, weak kick, medium punch, forward + heavy punch(throw).
As you can see, I reduced the combos to concentrate on doing the air-throw correctly.
By the way, guys…before you do the air-throw, is there a pause? I tried counting to one(internally, as a kind of silent counting) but it doesn’t work. I tried no pause too, but it fails too. Maybe the factor is in terms of “split-seconds”? If so, how am I gonna count that?
Thanks all!
Xeon.
There is a pause, but a full second is probably too long. All I can tell you is if you do the combo enough you should eventually get used to the amount of time that you need to pause in order for hitstun to wear off before you can throw.
In combos like this one, though, once you get it down in training mode you’re STILL gonna need to practice it on human opponents alot to make sure you’re not pausing TOO long before the throw (if you pause too long they can escape the throw just by mashing on lk or lp). And even then, they can still escape the throw by tech-hitting out, but at least that way YOU don’t end up getting hit.
I was wondering which supers out prioritizes other supers? For example, Headcrush gets out prioritizes by Super Charging Star also works vice versa, it also depends which super was done first.
ninja edit^^
Is this a question, or a statement?:xeye:
how come?!
why arent some things used in matches?
for example i havent seen anyone do storms ad/df hk infinite in a real match before. why is this?
off topic:
but does anyone have any secret techniques to ad/df ing quickly?
Because it’s not easy.
Basically yea, question answered.
Try slowing down your dialing on the magic series. That way you will stay even with your opponent, thus leading to a throw.
Also, instead of that lauch sequence, make sure you know launch /\ sj. lk xx hk hurricane kick. It does a lot of damage.
mvc2 damage settings
i was wondering wuts the normal damage level settings for the game. when the machine first came into our workplace it was pretty high, now the coin-op dood change it to 1. how does lvl 1 compare to the normal damage outside?