Why not try Strider, Doom , Sent oR Storm .
Exactly…I made a post about the team I had been playing with all this time…turns out, its a crap ass team, but I use them 10 fold better than any of the top tier characters…
You go, dawg. :karate:
blocking question
just some questions on how to block some stuff.
How would you block the following? by that i mean, high block, or low block or left, right.
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Mags sj. addf hk or lk … or are all jumping attacks guarded by standing blocks?
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Say I’m on the left side of the screen holding back while standing and mag on the right calls an assist and tri jumps. Which way do I block?
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Same situation except Mags doesn’t tri jump, he just ad df while psy leaves me blocking high can magneto attack me with a low attack?
all jumping attacks are standing blocks.
you block whichever side the opponent is on. don’t worry about assists. you can block them backwards. so if he calls psylocke and crosses you up, then block, holding the side away from magneto
you can block psylocke low. you can change blocking directions during block stun
thanks m1x4h, was wondering why whenever I blocked low my strider kinda went bye bye in a few seconds… just a few other questions i forgot to ask if you don’t mind
what happens when you pushblock? all I notice is that you push the enemy away farther. does it do anything else or have any downsides?
when can you switch chars during a block ( backwards dp + a1 or a2) because sometimes I get the switch, but there are times where my char just stays there. is there a particular time i can only use that or is it just my execution?
thanks btw, sorry for the bother and sick av. you mind if i use that shina av you made me in this account? made a new account and dont want to bother you by changing the name on it.
you can’t switch while you’re still in block stun.
you could use whatever avatar you want
as for pushblocking. you can guard cancel and escape guard breaks with it. you’re basically giving you a set amount of time before you auto come out of block stun, thus you can pushblock, and if they’re not attacking properly afterwards, you can throw them out of an attack. i’ve seen people throw psylocke out of her psythurst super if they PB the first hit. i fucked up my friend’s cable when he tried to guardbreak me with 2 shots, i pushed the first, and i threw him before he got ahvb off
learn to pushblock and to not pushblock. pushblocking at the wrong time will leave you rushed for free. pushblocking correctly will get you out of every situation
so I can only switch after blocking a hit? but not while blocking itself?
Yeah, still trying to figure out when I should. I use team cl0ck, well usually start strider first instead of sent. The only time I usually push block is when I’m facing magneto and he starts out with a cr. lk and assist. Just so I can avoid getting f’ed up, but I guess the whole not knowing where to block was one of the problems. Would it be wise to pushblock cable? I don’t mean when your character is entering and he tries to gb, but right when your facing him. Wouldn’t that just help him do the whole jump back hp assist and create more distance between both of you?
Sorry for the bother man, think this are my last questions. Thanks for the help.
there’s no need to pushblock cable, but you can escape guardbreaks that way (eg. cammy… push block, qcf + hk, cyclops PB, SOB, ryu, PB SH)
there’s other things, but for those characters who normally have a hard time avoiding the GB there’s an option for you.
most needed times for pushblocks
- when you’re being trapped by sentinel, spiral, or strider
- when you’re being rushed by magneto, storm, sentinel, etc
Damn Straight!
the best advice i can give u is just know who can beat who. can msp really beat santhrax, before it was a myth but now since justin wong beat sanford bad with msp then it is possible. I suggest that u pick the chars that u like to play with. Then just develop ur teams around them, it doesn’t have to be a popular team but a variation of a popular team is good. like matrix, row, santhrax, combofiend, mine is frostbite. iceman, storm, and sent. i get most my wins with this team, santhrax i use now i use iceman, sent commando also. works good, u just have to adapt to the speed of the game and adjust ur gameplan, combos and resets r a must. check out the vids that preppy has on his site. that way u know what real tournament competition is like , pushed u to try harder and make even more better strategies and combos. the site is. www.zachd.com. click on the mvc2 link. hope this helps.
So how the hell do you play this game?
Ok. I’ve always been kinda unnattracted to MvC2 becuase of the completly unbalanced tiers, but it’s in the arcade on campus now so I figure I may as well give it a go. I haven’t played any true ‘vs’ games before (like things where you can switch teammates and stuff). So jumping straight into MvC2 is kinda confusing for me.
I am not a complete scrub at SF. I can play CvS2 and 3S quite well. I know all the technical aspects/advanced stuff in those games, so I do have a grasp of the mechanics of normal SF. Just that when I play MvC2 there’s WAY too much shit going on for me to understand it. Exhibition type, projectile type, assist type… what the hell are these things and how do you play this game? The best advice my friend has given me is ‘fill the screen with as much shit as you can’ :rolleyes:.
So can someone either point me to a great FAQ that explains everything or be bothered to type it out themselves? Would appreciate it a lot .
http://db.gamefaqs.com/coinop/arcade/file/marvel_vs_capcom_2_beginners.txt
that faq gets most of the systems stuff out of the way… the character data is dated though
hey, well since i’m bored as hell at work i’m gonna type out the mechanics of the game, basically what is possible and what isn’t possible. what characters do u use or would like to use. there is a lot u need to learn before u can really uncover the true potential of most characters. Like sent. He has fast fly, unfly rushdown, unblockable things like that. I’ll put up as much as i can but if u got ne questions then just pm me.
Since u’ve played third strike and svs2 u already know how to strategize and stuff. but with this game u have to implement ur assists. Know when to use them and what assists to use.
First: create a team.
u must chose the players that u like. This is what i thought at first, i mean u can but u won’t always win with certain teams. Basically, u have to create a team that is well balanced. u have to use ur assists wisely and chose the best assist for that char.
assists: assists r used to help u attack, protect u from rushdown (magneto. sentinel, storm, rouge), basically used for attacking and defending.
types of assists: There r many types of assists in this game, and some r useful and some r worthles. Don’t ever use launcher type assist.
Launcher: sucks, don’t use, comes out quick sometimes but just not enough priority to beat out other assists or attacks. not reliable, the only good thing is that it tracks ur opponent i guess. How u capitalize on the launch is up to u.
Expansion: these assists r good, u can use them to protect urself and sometimes get a freecombo. Or u can use it for just pure offense. The best expansion assist imo is akuma, or venom, maybe jin i think its the one when he does a tornado across the screen. Akuma assist hold them long enough for u to combo and has a lot of priority. but he also dies quickly cause of his low defense.
Ground: best ground assist is sentinels, drones act as defense and offense. can combo if they hit. I wouldn’t really suggest nebody elses ground assist. I think one of the wolverines has ground, i’m thinking of the wolverine that sweeps u then u can otg ( off the ground), i’ll get to that later. Ne help on nebody knows if its ground assist for the sweep assist.
Projectile: projectile assist is used for offense, or zoning. U can zone ppl in ne game with projectiles. Like cvs2, throw hadukens to keep away. In mvc2 u can do this but it isn’t effective since there is so much depth in this game. U can just use assists whenever u want to. They serve a purpose. If u’ve played a cable player, everyone know to use their assists wisely since he’ll just shoot them and kill them. literally, storm does this also, killing assist, by throwing a typhoon since it goes through everything then doing hailstorm super. Best projectile assist is storm, some assist can beat out others , but even if ur opponent does a super and if u call in her assist in time she will knock them out of the super. Sentinels projectile assist really isn’t a projectile but works good with magneto. or rushdown characters.
throw: this assist is only given to a few players that have a command grab. Like omega red, tron has it, anakaris, rouge, i’ll think to see who else has it. These assists r good since most of the time after ur assist grabs them and throw them u can follow up with a combo. u might have to dash after them or dash back to hit them in the air. u might have to superjump. just depends on their height and how far they r.
capture: these r good but they don’t really have much vertical range which means that it hard to hit ppl who are always moving around. Thanos has it and spiderman, rubyheart. After the capture assist hits then u can follow up with a combo. Or u could use the capture assist to even extend a combo to make it look flashy. This assist is good for resets, i’ll talk about resets later also.
Anti air assist: well this is the most used assist in the game. Captain commando, cyclops, cammy, jin, ken, doom, these r the characters that u see use the anti air assist. They all r used for defense, to get some1 off of u when they r rushing u down. Wanna see some vids go to this site, that way u can get a feel for what the game can do. www.zachd.com/mvc2.
All of these assists r not the same some assists beat out others, of course depending on when u call ur assist and when they call theirs. Example: most ppl like to use dooms anti air assist, good chip, good for offense. if i call out doom to put pressure on u. then u can call out cyclops anti air assist too, cyclopes will just kick doom out, ken can kick doom out also since he’s invincible all through his assist. ON anti air assist ken does a shoryuken, he’s invincible all through the air, so he can kick other assists off. U can only hurt him when he lands.
sometimes during a match ppl will keep using just one assist, like psylocke (anti air assist), captain commando (anti air assist), the best way to beat most ppl is just to kill their assist. how u go about doing that is ur thing. U can kill their point char, meaning the char they start fighting out with, dhc ( delay hyper combo), whatever to win. Or kill their assist, u can bait their assist, then kill it or snap in their assisting character.
Bait: attack them to get them to call assist, most will call out their assist, u can punish the assist when its on the screen or u can just attact the active character. its up to u how u do that, depending on who u use.
snapout: u can snap in any character that u want to fight. say ur fighting magneto, his second character is storm, his third char is psylocke, they always call out psylocke, so just snap her in.
basic snapout combo: c.lk,lk,snapout.
U must learn abbreviation for combos since most ppl abbreviate when typing combos. thsi says, crouching, low kick, low kick, then snapout.
The command for snapout is qcf+a1 or a2. qcf is like a fire ball motion, quarter circle foward with the joy stick then press assist one or assist two, depending on who u want to snap in.
a1 snaps in their second char a2 snaps in their third char.
I didn’t mention the button layout this is very important.
o o o
o o o, these r the six buttons. starting from left to right. lp, hp, a1 , second row, lk, hk, a2.
If u press lp twice u get mp, if u press lk twick u get a medium kick. hp is hp, hk is high kick. a1 is ur second char that is going to assist u. a2 is third assisting char.
basic abbreviations:
c.= crouching, s.= standing, sj.= superjump, add= airdash down( mainly used with magneto or storm), addf- airdash down foward, xx=cancel ( example: c.lk, s.hp, qcf+hpxxshinkuhaduken) basically says do a crouching lk, then standing hp, qcf+hp is normal haduken, then as it hits cancel into shinkuhaduken super.
lp= low punch, mp= medium punch, lk= low kick, mk= medium kick.
This faq looks pretty crappy but it gets the job done.
rolling out: rolling out is used so that it u won’t get comboed again after they like sweep u. Try this combo with jill. c.lk, lk, hk, the hk sweeps them, then wait like half a second then do a c.lk again otg( off the ground), hp, sj. magic series( lp,lk,mp,mk, qcf+lpxx cancel after 1 hit then do, rush super( qcf+2 punch buttons), now this combo is long, but if i were to rollout after u did the sweep then i’ll roll away u won’t be able to otg me since i rolled out. very useful. always roll.
U can roll out of other things besides sweeps, but when in doubt roll, u’ll get used to it as u play. knowing when to roll and when u shouldn’t.
OTG: otg means off the ground, basically u can still continue a combo by otg’ing an opponent after a sweep. U can otg with most with a standing lk or with a c.lk. If magneto calls psylocke’s anti air assist then he can otg u with a lk. u can roll out, but, a very big but, if he can hit u before u hit the ground, while ur in the air with a c.lk, then u can’t roll out, u can only roll out once u have touched the ground. so always try to roll.
Guardbreak: This is another thing that u can learn but its easy if u play cable. Basically u’re only allowed one action when u normal jump. u can attack or block, once u do that u can’t do nething else, when u superjump u can block, then attack then super, just about nething, but not during a normal jump. ok so u kill a character. then next character comes out of the side of the screen. ur cable. and he’s just popping out. u normal jump, and do a hp which will make him shoot a bullet at them. u must shoot the bullet at the peak of their jump. after they block the bullet their guard will break, meaning they can’t block. when they pop out of the screen they r considered in normal jump mode. since he blocked ur bullet then u can just wait until his guard breaks, there is a timing to when their guard gets broken, just wait until u see that they can’t block nemore. their guard is only broken while in the air. so once they hit the ground they can block again, this is why u must do this when they r at the peak of their jump coming out of the screen. so their guard breaks and u just do a ahvb, meaning cables super, one with the gun , qcf+2p, sorry if i’m talking to u like a newbie but i don’t know how familiar u r with the game. He loses neways cause if he deciedes to get hit by the bullet then just ahvb him after he gets hit. free damage for u. some ppl know how to escape this but u must have skill.
tech hit: when some1 grabs u, its a good idea to tech hit, since they can attack u after they grab u sometimes. like magneto, if he uses the hk grab he’ll just hit u before u recover, u don’t want magneto grabbing u. to do a tech hit just move the joystick left to right and smash the buttons like crazy as they grab u. don’t put the joystick in up or down. or else it won’t work.
hypercombo: basically its just the super of the character. in cvs2 its double motion for the stick, then press the button. in mvc2 u have to do one motion like a haduken, or backwards fireball then press either 2k or 2p, after u do one super it is possible to do another super so that u can do more damage, u can do one more super after that, this is called dhc, delayed hyper combo, basically just switching supers to do the most damage.
to grab some1 just walk up to them then hold foward or back depending if u want to throw them foward or back then press hk or hp, pressing hk or hp do different grabs. some u can otg after, making a long combo. some u can’t. u can’t just walk up to some1 and grab them, rush them down, then just grab them. like magneto… watch the vids on that site.
i’ll post some more, put ur questions up. i’m bored here at work, oh well get paid to serf the web, not bad. i’m gonna get high now.
Sure he’s gonna read all that shit…
even if he does read it he’s not gonna understand a word you said I bet.
hey, i was just trying to help, besides i was high, i ain’t got shit to do here at work neways. shit i remember asking for help bout a yr back when i was a newbie.
well just helping out the srk community, time for another j i guess.
Start by learning the top tiers.
Later on if you feel confident feel free to try out the lower tiers, they got some tools and aren’t as bad as some people would make you believe.
Magneto Essentials:
Fast Tri Jumping accomplished by Slide or Claw method
http://www.shoryuken.com/forums/showthread.php?t=52854
Rom infinite isn’t neccesary in beginning levels two simpler comboes are:
Launch, Hp, air dash d/f Hp, HK, Down + HK causes flying screen which gives you wake up options.
And launch, HK, Air dash d/f lk, mk, land standing hk (one hit) shockwave super.
Learn how to manuever aroudn assists and bait out assists… do this in general but it’s even more crucial for magneto since he has the mobility to do so and needs to get close anyways.
Recommended assists: Psylocke A, Sentinel A
Storm:
Need to know
Typhoon (Qcf+hk) xxx Hail (qcb+PP)
launch, magic series, lightning attack x 2 xxxx lighting storm
Tri Jump
Run away with storm, Hp air dash b/u HP , HP on the way down lighning attack x 3 back up HP on the way down.
Cable
Learn to zone and figure out how his j. hp gun shot travels
learn how to tiger knee a hyper viper beam
down df foward uf up wait a little PP
Use nades, super jump HP throw nade build meter
tiger knee grenades… if they try something cancel into ahvb you can block on the way down since tiger kneeing a move correctly puts you in super jump mode , in normal jump mode you are only allowed one action and thus you cannot block otherwise.
Learn
Jumping HP , land AHVB guard break.
Sentinel
Learn Unblockable (right when the beam starts to dissapate to figure out when that is go to training mode with 2 controls and hold up back on the second control while pressing down + HP with sent, when you see the other character let go of his guard then go back to guarding that’s the part of the beam that’s unblockable)
Learn HSF semi infinite
Rocket Punch xxxx HSF , Standing HP, Rocket PUnch xxx HSF
Learn To fast Fly look up the sent threads
learn about unfly…
i gotta go i’ll post more later maybe.
You don’t start out by advising a complete novice to the world of VS games to do the most advanced shit in the game. Since Marvel Vs. Capcom really isn’t comparable to SF except in shared motions, that doesn’t work.
You must begin by learning your specific characters LAUNCHER (ex: Magneto’s is d+HP) and how to follow it up with a basic air combo, typically called the MAGIC SERIES (ex: Magneto’s basic magic series is, after launch, super jump up, and hit lp, lk, lp, lk)
Once you have the very basics down, work on your zoning game, very much like SF games, except it’s like SF on crack. The zones you claim can and will be invaded and removed quickly if you don’t enforce your territory. Assists and plain old fashioned anticipation and perparation come into play, here.
Best advice that can really be given for a first time MvC2 player is jump in, play around, develop a very basic playstyle, then return to these boards once you’re comfortable and feel like you’re ready to step it up. After that, it is simply a matter of a reading, understanding and doing. Once you develop the tools, you have to develop the game and put it all together to become worthy comp. I’m still working on that :x
I know about half the stuff you listed, ie techs, abbreviations, guardcrush, OTG, throwing, lol. That stuff IS in other games :P. But the assist and snapout stuff was useful.
Few q’s;
Does each character have only one assist? ELike does Ken ONLY have the anti-air assist, or does he have others but that’s his best?
If I perform a snapout, is that changing the characters on MY team, or theirs? Cuase it kinda sounded like I could change what character you had out…
Also about DHC. Firstly are there only lvl1 supers in this game? The impression that I get is that you can store up to 3 lvl1 supers which you can then use one at a time. I say this cuase I haven’t ever seen a ‘lvl3’ super done, or that I noticed at least. Furthermore, what exactly did you mean by you can ‘follow up’ a super with another? Do you mean that it’s possible with some supers to juggle after a certain super with a another? Or can you like cancel any super into another super provided you have the meter?
@ragnafrak -
Ty for that FAQ too, I’ve bookmarked it and will read it when I have more time :).